Re: [osg-users] osgQt include files

2018-09-25 Thread Mathieu MARACHE
osgEarth provides it's own set of FindOSG macros that correct the vanilla
CMake ones...
--
nǝıɥʇɐƜ


On Mon, 24 Sep 2018 at 03:49, Michael W. Hall  wrote:

> Well I built OSG and did not install from a package.  I made the change in
> Option two.  I changed the two lines to add lib64.  I also had to add
> /usr/local to the PATHS section.  That got rid of some of the error.  It
> now finds all but osg.  Not sure what it up.  I see the libosg library in
> the /usr/local/lib64 directory.  Still working on it.
>
> Thanks,
> Michael
>
> On Sat, 2018-09-22 at 00:04 -0500, Michael W. Hall wrote:
>
> My osg libraries are in /usr/local/lib64.  I built osgEarth and it found
> the osg libs, but the osgQt does not find the libs.  Not sure what is up
> with the osgQt.  I run ccmake to do the configure and it does not find the
> libraries.  Has anyone else had this issue?
>
> Thanks,
> Michael
>
> On Wed, 2018-09-19 at 11:13 +0200, Mathieu MARACHE wrote:
>
> Hi Michael,
>
> Thanks that help understanding the issue. CMake finds the include file
> named 'osg/Version' in /usr/local/include but fails to find any library for
> the following components 'osgDB', 'osgGA', 'osgUtil',  'osgText',
> 'osgViewer', 'osgWidget ' and lastly ''osg' not 'OpenThreads' itself.
>
> For example it looks for osgDB for optimized libraries and osgDBd for
> debug libraries. Could you verify that your /usr/local/lib folder contains
> such libraries ?
>
> I recall that on linux 64bits libraries may be installed in
> /usr/local/lib64 and not in /usr/local/lib (without the 64 appended).
>
> If this is the case, you are then left with two options :
>
> Option 1 you are the one building osg and installing it so you can modify
> osg's CMake install path for libraries.
>
> You can call CMake to set LIB_POSTFIX to an empty string when configuring
> osg on your system
> it is set by default to 64 when building on unix 64bits architectures
>   SET(LIB_POSTFIX "64" CACHE STRING "suffix for 32/64 dir placement")
>
> that would mean configuring like this :
>
> $> cmake -DLIB_POSTFIX="" 
>
> Option 2 if you get osg from a package you need to modify your local copy
> of CMake's module to add the lib64 to the PATH_SUFFIXES. On your system
> that would be /usr/share/cmake-3.5/Modules/Findosg_functions.cmake . You
> need to modify two lines to replace
>
> 'PATH_SUFFIXES lib'
>
> by
>
> 'PATH_SUFFIXES lib lib64'
>
>
>
> HTH
> --
> nǝıɥʇɐƜ
>
>
> On Wed, 19 Sep 2018 at 03:54, Michael W. Hall  wrote:
>
> Hope this is correct.
>
> On Tue, 2018-09-18 at 08:39 +0200, Mathieu MARACHE wrote:
> > Hi Micheal,
> >
> > This is not the output of cmake but the output of cmake determining
> > your compiler capabilities. I should have been more clear last time.
> > Please run:
> >
> > cmake --debug-output --trace-expand -DOpenSceneGraph_DEBUG=On . &>
> > output.log
> >
> > and send back this output.log file that will contain everything cmake
> > has run through
> >
> > As a last note. It is always better to do out of source or below
> > source cmake like this :
> >
> > .../osgQt
> > .../osgQt-build
> >
> > the run cmake from osgQt-build like this :
> >
> > cmake --debug-output --trace-expand -DOpenSceneGraph_DEBUG=On
> > ../osgQt
> > &> output.log
> >
> > or
> >
> > .../osgQt
> > .../osgQt/build
> >
> > and run cmake from osgQt/build like this :
> >
> > cmake --debug-output --trace-expand -DOpenSceneGraph_DEBUG=On .. &>
> > output.log
> >
> > I prefer the later and either way generated files won't lie with
> > original source code
> >
> > Regards,
> > Mathieu
> >
> >
> > On 18/09/2018, Michael W. Hall  wrote:
> > >
> > > Just wondering the if anyone has noticed anything in the log files.
> > >  Still have not had any luck.
> > > Thanks,
> > > Michael
> > > On Sat, 2018-09-15 at 01:22 -0500, Michael W. Hall wrote:
> > > >
> > > > Here is the output you requested.
> > > >
> > > > Thanks,
> > > > Michael
> > > >
> > > > On Fri, 2018-09-14 at 17:18 +0200, Mathieu MARACHE wrote:
> > > > >
> > > > > Hi Michael,
> > > > >
> > > > > I'd like the output of the command :
> > > > >
> > > > > cmake -DOpenSceneGraph_DEBUG=On ./
> > > > >
> > > > > Regards
> > > > > --
> > > &

Re: [osg-users] osgQt include files

2018-09-19 Thread Mathieu MARACHE
Hi Michael,

Thanks that help understanding the issue. CMake finds the include file
named 'osg/Version' in /usr/local/include but fails to find any library for
the following components 'osgDB', 'osgGA', 'osgUtil',  'osgText',
'osgViewer', 'osgWidget ' and lastly ''osg' not 'OpenThreads' itself.

For example it looks for osgDB for optimized libraries and osgDBd for debug
libraries. Could you verify that your /usr/local/lib folder contains such
libraries ?

I recall that on linux 64bits libraries may be installed in
/usr/local/lib64 and not in /usr/local/lib (without the 64 appended).

If this is the case, you are then left with two options :

Option 1 you are the one building osg and installing it so you can modify
osg's CMake install path for libraries.

You can call CMake to set LIB_POSTFIX to an empty string when configuring
osg on your system
it is set by default to 64 when building on unix 64bits architectures
  SET(LIB_POSTFIX "64" CACHE STRING "suffix for 32/64 dir placement")

that would mean configuring like this :

$> cmake -DLIB_POSTFIX="" .

Option 2 if you get osg from a package you need to modify your local copy
of CMake's module to add the lib64 to the PATH_SUFFIXES. On your system
that would be /usr/share/cmake-3.5/Modules/Findosg_functions.cmake . You
need to modify two lines to replace

'PATH_SUFFIXES lib'

by

'PATH_SUFFIXES lib lib64'



HTH
--
nǝıɥʇɐƜ


On Wed, 19 Sep 2018 at 03:54, Michael W. Hall  wrote:

> Hope this is correct.
>
> On Tue, 2018-09-18 at 08:39 +0200, Mathieu MARACHE wrote:
> > Hi Micheal,
> >
> > This is not the output of cmake but the output of cmake determining
> > your compiler capabilities. I should have been more clear last time.
> > Please run:
> >
> > cmake --debug-output --trace-expand -DOpenSceneGraph_DEBUG=On . &>
> > output.log
> >
> > and send back this output.log file that will contain everything cmake
> > has run through
> >
> > As a last note. It is always better to do out of source or below
> > source cmake like this :
> >
> > .../osgQt
> > .../osgQt-build
> >
> > the run cmake from osgQt-build like this :
> >
> > cmake --debug-output --trace-expand -DOpenSceneGraph_DEBUG=On
> > ../osgQt
> > &> output.log
> >
> > or
> >
> > .../osgQt
> > .../osgQt/build
> >
> > and run cmake from osgQt/build like this :
> >
> > cmake --debug-output --trace-expand -DOpenSceneGraph_DEBUG=On .. &>
> > output.log
> >
> > I prefer the later and either way generated files won't lie with
> > original source code
> >
> > Regards,
> > Mathieu
> >
> >
> > On 18/09/2018, Michael W. Hall  wrote:
> > >
> > > Just wondering the if anyone has noticed anything in the log files.
> > >  Still have not had any luck.
> > > Thanks,
> > > Michael
> > > On Sat, 2018-09-15 at 01:22 -0500, Michael W. Hall wrote:
> > > >
> > > > Here is the output you requested.
> > > >
> > > > Thanks,
> > > > Michael
> > > >
> > > > On Fri, 2018-09-14 at 17:18 +0200, Mathieu MARACHE wrote:
> > > > >
> > > > > Hi Michael,
> > > > >
> > > > > I'd like the output of the command :
> > > > >
> > > > > cmake -DOpenSceneGraph_DEBUG=On ./
> > > > >
> > > > > Regards
> > > > > --
> > > > > nǝıɥʇɐƜ
> > > > >
> > > > >
> > > > > On Wed, 12 Sep 2018 at 02:56, Michael W. Hall 
> > > > > wrote:
> > > > > >
> > > > > > I attached the log file.  When I do cmake, I am just doing
> > > > > > cmake
> > > > > > ./  I am not really sure what you are asking for in your
> > > > > > second
> > > > > > question.
> > > > > >
> > > > > > On Mon, 2018-09-10 at 18:12 +0200, Mathieu MARACHE wrote:
> > > > > > >
> > > > > > > Hi Michael,
> > > > > > >
> > > > > > > It's difficult to tell what went wrong, could you try to
> > > > > > > add
> > > > > > > the 'OpenSceneGraph_DEBUG' variable when running cmake ?
> > > > > > > And
> > > > > > > also include the parameters you set to your cmake call for
> > > > > > > osgQt ?
> > > > > > >
> > > > > > > >
> > > > > > > >

Re: [osg-users] osgQt include files

2018-09-18 Thread Mathieu MARACHE
Hi Micheal,

This is not the output of cmake but the output of cmake determining
your compiler capabilities. I should have been more clear last time.
Please run:

cmake --debug-output --trace-expand -DOpenSceneGraph_DEBUG=On . &> output.log

and send back this output.log file that will contain everything cmake
has run through

As a last note. It is always better to do out of source or below
source cmake like this :

.../osgQt
.../osgQt-build

the run cmake from osgQt-build like this :

cmake --debug-output --trace-expand -DOpenSceneGraph_DEBUG=On ../osgQt
&> output.log

or

.../osgQt
.../osgQt/build

and run cmake from osgQt/build like this :

cmake --debug-output --trace-expand -DOpenSceneGraph_DEBUG=On .. &> output.log

I prefer the later and either way generated files won't lie with
original source code

Regards,
Mathieu


On 18/09/2018, Michael W. Hall  wrote:
> Just wondering the if anyone has noticed anything in the log files.
>  Still have not had any luck.
> Thanks,
> Michael
> On Sat, 2018-09-15 at 01:22 -0500, Michael W. Hall wrote:
>> Here is the output you requested.
>>
>> Thanks,
>> Michael
>>
>> On Fri, 2018-09-14 at 17:18 +0200, Mathieu MARACHE wrote:
>> > Hi Michael,
>> >
>> > I'd like the output of the command :
>> >
>> > cmake -DOpenSceneGraph_DEBUG=On ./
>> >
>> > Regards
>> > --
>> > nǝıɥʇɐƜ
>> >
>> >
>> > On Wed, 12 Sep 2018 at 02:56, Michael W. Hall 
>> > wrote:
>> > > I attached the log file.  When I do cmake, I am just doing cmake
>> > > ./  I am not really sure what you are asking for in your second
>> > > question.
>> > >
>> > > On Mon, 2018-09-10 at 18:12 +0200, Mathieu MARACHE wrote:
>> > > > Hi Michael,
>> > > >
>> > > > It's difficult to tell what went wrong, could you try to add
>> > > > the 'OpenSceneGraph_DEBUG' variable when running cmake ? And
>> > > > also include the parameters you set to your cmake call for
>> > > > osgQt ?
>> > > >
>> > > > > cmake -DOpenSceneGraph_DEBUG=True ...
>> > > >
>> > > > Regards
>> > > > --
>> > > > nǝıɥʇɐƜ
>> > > >
>> > > >
>> > > > On Sun, 9 Sep 2018 at 08:04, Michael W. Hall 
>> > > > wrote:
>> > > > > Got the osgQt from github.  When I try to configure I am
>> > > > > getting the following error.
>> > > > >
>> > > > >  CMake Error at
>> > > > >  /usr/share/cmake-
>> > > > > 3.5/Modules/FindPackageHandleStandardArgs.cmake:148
>> > > > >  (message):
>> > > > >    Could NOT find OpenSceneGraph (missing:
>> > > > > OPENSCENEGRAPH_LIBRARIES
>> > > > >    OSGDB_FOUND OSGGA_FOUND OSGUTIL_FOUND OSGTEXT_FOUND
>> > > > > OSGVIEWER_FOUND
>> > > > >    OSGWIDGET_FOUND OPENTHREADS_FOUND) (found suitable version
>> > > > > "3.7.0", minimum
>> > > > >    required is "3.0.0")
>> > > > >  Call Stack (most recent call first):
>> > > > >    /usr/share/cmake-
>> > > > > 3.5/Modules/FindPackageHandleStandardArgs.cmake:388
>> > > > >  (_FPHSA_FAILURE_MESSAGE)
>> > > > >    /usr/share/cmake-3.5/Modules/FindOpenSceneGraph.cmake:234
>> > > > >  (FIND_PACKAGE_HANDLE_STANDARD_ARGS)
>> > > > >    CMakeLists.txt:130 (FIND_PACKAGE)
>> > > > >
>> > > > > I have osg 3.7.0 installed.  Any idea why it is not finding
>> > > > > it?
>> > > > >
>> > > > > Thanks,
>> > > > > Michael
>> > > > >
>> > > > > On Sun, 2018-08-12 at 08:09 -0500, Michael W. Hall wrote:
>> > > > > > Thanks,
>> > > > > >
>> > > > > > On Sun, 2018-08-12 at 08:36 +0300, Konstantin Podsvirov
>> > > > > > wrote:
>> > > > > > > Hello Michael!
>> > > > > > >
>> > > > > > > 0:13, 12 August 2018 г., "Michael W. Hall"
>> > > > > > > t>:
>> > > > > > > This may have been answered.  I got the latest version of
>> > > > > > > OpenSceneGraph from github.  It is version 3.7.  I built
>> > > > > > > and installed.
>> > > &g

Re: [osg-users] osgQt include files

2018-09-14 Thread Mathieu MARACHE
Hi Michael,

I'd like the output of the command :

cmake -DOpenSceneGraph_DEBUG=On ./

Regards
--
nǝıɥʇɐƜ


On Wed, 12 Sep 2018 at 02:56, Michael W. Hall  wrote:

> I attached the log file.  When I do cmake, I am just doing cmake ./  I am
> not really sure what you are asking for in your second question.
>
> On Mon, 2018-09-10 at 18:12 +0200, Mathieu MARACHE wrote:
>
> Hi Michael,
>
> It's difficult to tell what went wrong, could you try to add the
> 'OpenSceneGraph_DEBUG' variable when running cmake ? And also include the
> parameters you set to your cmake call for osgQt ?
>
> > cmake -DOpenSceneGraph_DEBUG=True ...
>
> Regards
> --
> nǝıɥʇɐƜ
>
>
> On Sun, 9 Sep 2018 at 08:04, Michael W. Hall  wrote:
>
> Got the osgQt from github.  When I try to configure I am getting the
> following error.
>
>  CMake Error at
>  /usr/share/cmake-3.5/Modules/FindPackageHandleStandardArgs.cmake:148
>  (message):
>Could NOT find OpenSceneGraph (missing: OPENSCENEGRAPH_LIBRARIES
>OSGDB_FOUND OSGGA_FOUND OSGUTIL_FOUND OSGTEXT_FOUND OSGVIEWER_FOUND
>OSGWIDGET_FOUND OPENTHREADS_FOUND) (found suitable version "3.7.0",
> minimum
>required is "3.0.0")
>  Call Stack (most recent call first):
>/usr/share/cmake-3.5/Modules/FindPackageHandleStandardArgs.cmake:388
>  (_FPHSA_FAILURE_MESSAGE)
>/usr/share/cmake-3.5/Modules/FindOpenSceneGraph.cmake:234
>  (FIND_PACKAGE_HANDLE_STANDARD_ARGS)
>CMakeLists.txt:130 (FIND_PACKAGE)
>
> I have osg 3.7.0 installed.  Any idea why it is not finding it?
>
> Thanks,
> Michael
>
> On Sun, 2018-08-12 at 08:09 -0500, Michael W. Hall wrote:
>
> Thanks,
>
> On Sun, 2018-08-12 at 08:36 +0300, Konstantin Podsvirov wrote:
>
> Hello Michael!
>
> 0:13, 12 August 2018 г., "Michael W. Hall" :
>
> This may have been answered.  I got the latest version of
> OpenSceneGraph from github.  It is version 3.7.  I built and installed.
> When I try to compile my program I am getting the following error:
>
> In file included from
> /home/hallmw/Projects/osgMap/applications/osgmap/osgmap.cpp:12:0:
> /home/hallmw/Projects/osgMap/include/osgmap/MainWindow:31:34: fatal
> error: osgQt/GraphicsWindowQt: No such file or directory
>
> I can check that directory and there are no header files in it.  Any
> idea whey they are missing?
>
> Thanks,
> Michael
>
>
> The osgQt now is a separate project.
> You should build and install osgQt too.
>
> https://github.com/openscenegraph/osgQt
>
> --
> Regards,
> Konstantin Podsvirov
>
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>
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>
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>
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Re: [osg-users] osgQt + OSG 3.6.2 Status

2018-09-14 Thread Mathieu MARACHE
Hi Werner,

We share the same belief around Qt.

Concerning your implementation, it's not clear how you integrate the OpenGL
window into Qt. If you are willing to share a simple application that
demonstrates your setup that would be a nice start to understand and
discuss your approach ?

Recent versions of Qt5 use OpenGL to render many UI components and thus it
is not unfrequent to have many OpenGL context created inside an
application. It is my understanding that QOpenGLWidget and QOpenGLWindow
manage to make these OpenGL context handling transparent.
The main difference between these two is that the QOpenGLWidget is rendered
inside a ImageBuffer or something like that and that the QOpenGLWindow
mimics the Qt4's QGLWidget we were used to allowing QuadBuferring etc.. But
being a Window lots of the Widget inherited things have to be implemented
(mostly UI events).

Regards
--
nǝıɥʇɐƜ


On Tue, 11 Sep 2018 at 13:02, Werner Modenbach 
wrote:

> Hi Mathieu,
>
> thanks for your support for OSG/Qt integration. I think there are really
> many people using OSG together with Qt.
> Qt is just great for building multi environment user interfaces.
> But there is one thing I don't really understand. There is some discussion
> sometimes about difficulties in this integration.
> My integration is dated April 2013 and I didn't need any changes since
> then.
>
> class Cl_3D_OsgViewer_QT : public QWidget, public osgViewer::Viewer {...
>
>  It works without any problems with every version of Qt since that time.
> So where is the problem?
>
> OK, I'm not using VS 20xx but Qt Creator and g++ instead. Maybe that makes
> the difference. But in this case
> it isn't really a problem of Qt integration but a VS problem.
> I see that some people tend integrating OSG into QOpenGLWindow.  In my
> opinion this is a stony way
> because Qt GL wasn't that stable and finally decided since many years now.
> So things change frequently
> and this is always causing headache for keeping integrations running.
>
> On the other hand I think there is nothing more developed and stable than
> QWidget.
> If someone needs help send me a PM and I'm willing to share my integration
> class.
>
> - Werner -
>
> Am 10.09.2018 um 18:42 schrieb Mathieu MARACHE:
>
> Back from holidays...
>
> Community support is thin when considering OpenSceneGraph with Qt. I am
> currenlty the only maintainer of osgQt because I have a software using it
> and I didn't want the project to be tossed out.
>
> The Qt4 way of doing things with legacy osgQt (that was droped from
> OpenSceneGraph) doesn't fit well with the Qt5 way of doing things. Since
> Qt5.7 there are even incompatibilities (black screens, etc.).
>
> Qt4 support is getting difficult, even debian is dropping Qt4 (
> https://wiki.debian.org/Qt4Removal).
>
> In anticipation I have proposed to drop Qt4 and concentrate only on Qt5.
> Robert only asked to keep the Qt4 version around and make it clear which
> version of osg compiles with which version/branch of osgQt.
>
> There is a feature branch (since Feb '18) of the Qt5 way of doing things
> awaiting testing and validation from the community. This is the code I use
> in my application which was crafted by paid support from KDab's Mike Krus
> (from which I had authorization to open source).
>
> https://github.com/openscenegraph/osgQt/tree/feature/osgQOpenGL
>
> Regards
> --
> nǝıɥʇɐƜ
>
>
> On Mon, 30 Jul 2018 at 17:07, Robert Osfield 
> wrote:
>
>> On Mon, 30 Jul 2018 at 15:59, Andrew Cunningham  wrote:
>> >
>> > Back on the original topic :)
>> >
>> > This is a really simple QtOSGWidget that I used as a starting point for
>> an OSG widget in a QDialog. Simple and works fine.
>> >
>> > https://github.com/vicrucann/QtOSG-hello
>>
>> Just had a quick look at the code.  It only works "fine" because there
>> it's a trivial example, it's buggy.  Please compare to the the
>> osg::Camera setup in the osgQt master and see if you can see the
>> error, in this example.  If you can then you'll be able to spot what
>> to fix in your own programs.
>>
>> Robert.
>> ___
>> osg-users mailing list
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>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
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>
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Re: [osg-users] osgQt + OSG 3.6.2 Status

2018-09-10 Thread Mathieu MARACHE
Back from holidays...

Community support is thin when considering OpenSceneGraph with Qt. I am
currenlty the only maintainer of osgQt because I have a software using it
and I didn't want the project to be tossed out.

The Qt4 way of doing things with legacy osgQt (that was droped from
OpenSceneGraph) doesn't fit well with the Qt5 way of doing things. Since
Qt5.7 there are even incompatibilities (black screens, etc.).

Qt4 support is getting difficult, even debian is dropping Qt4 (
https://wiki.debian.org/Qt4Removal).

In anticipation I have proposed to drop Qt4 and concentrate only on Qt5.
Robert only asked to keep the Qt4 version around and make it clear which
version of osg compiles with which version/branch of osgQt.

There is a feature branch (since Feb '18) of the Qt5 way of doing things
awaiting testing and validation from the community. This is the code I use
in my application which was crafted by paid support from KDab's Mike Krus
(from which I had authorization to open source).

https://github.com/openscenegraph/osgQt/tree/feature/osgQOpenGL

Regards
--
nǝıɥʇɐƜ


On Mon, 30 Jul 2018 at 17:07, Robert Osfield 
wrote:

> On Mon, 30 Jul 2018 at 15:59, Andrew Cunningham  wrote:
> >
> > Back on the original topic :)
> >
> > This is a really simple QtOSGWidget that I used as a starting point for
> an OSG widget in a QDialog. Simple and works fine.
> >
> > https://github.com/vicrucann/QtOSG-hello
>
> Just had a quick look at the code.  It only works "fine" because there
> it's a trivial example, it's buggy.  Please compare to the the
> osg::Camera setup in the osgQt master and see if you can see the
> error, in this example.  If you can then you'll be able to spot what
> to fix in your own programs.
>
> Robert.
> ___
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Re: [osg-users] osgQt include files

2018-09-10 Thread Mathieu MARACHE
Hi Michael,

It's difficult to tell what went wrong, could you try to add the
'OpenSceneGraph_DEBUG' variable when running cmake ? And also include the
parameters you set to your cmake call for osgQt ?

> cmake -DOpenSceneGraph_DEBUG=True ...

Regards
--
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On Sun, 9 Sep 2018 at 08:04, Michael W. Hall  wrote:

> Got the osgQt from github.  When I try to configure I am getting the
> following error.
>
>  CMake Error at
>  /usr/share/cmake-3.5/Modules/FindPackageHandleStandardArgs.cmake:148
>  (message):
>Could NOT find OpenSceneGraph (missing: OPENSCENEGRAPH_LIBRARIES
>OSGDB_FOUND OSGGA_FOUND OSGUTIL_FOUND OSGTEXT_FOUND OSGVIEWER_FOUND
>OSGWIDGET_FOUND OPENTHREADS_FOUND) (found suitable version "3.7.0",
> minimum
>required is "3.0.0")
>  Call Stack (most recent call first):
>/usr/share/cmake-3.5/Modules/FindPackageHandleStandardArgs.cmake:388
>  (_FPHSA_FAILURE_MESSAGE)
>/usr/share/cmake-3.5/Modules/FindOpenSceneGraph.cmake:234
>  (FIND_PACKAGE_HANDLE_STANDARD_ARGS)
>CMakeLists.txt:130 (FIND_PACKAGE)
>
> I have osg 3.7.0 installed.  Any idea why it is not finding it?
>
> Thanks,
> Michael
>
> On Sun, 2018-08-12 at 08:09 -0500, Michael W. Hall wrote:
>
> Thanks,
>
> On Sun, 2018-08-12 at 08:36 +0300, Konstantin Podsvirov wrote:
>
> Hello Michael!
>
> 0:13, 12 August 2018 г., "Michael W. Hall" :
>
> This may have been answered.  I got the latest version of
> OpenSceneGraph from github.  It is version 3.7.  I built and installed.
> When I try to compile my program I am getting the following error:
>
> In file included from
> /home/hallmw/Projects/osgMap/applications/osgmap/osgmap.cpp:12:0:
> /home/hallmw/Projects/osgMap/include/osgmap/MainWindow:31:34: fatal
> error: osgQt/GraphicsWindowQt: No such file or directory
>
> I can check that directory and there are no header files in it.  Any
> idea whey they are missing?
>
> Thanks,
> Michael
>
>
> The osgQt now is a separate project.
> You should build and install osgQt too.
>
> https://github.com/openscenegraph/osgQt
>
> --
> Regards,
> Konstantin Podsvirov
>
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Re: [osg-users] osgQt status

2018-03-14 Thread Mathieu MARACHE
Hi Julien and Bruce,

osgQt is on https://github.com/openscenegraph/osgQt

to build osgQt you need to have a build  of osg and Qt 4 or 5 installed

usigng CMake you need to specify where to find osg by specifying the
OSG_ROOT CMake variable




 (mathieu/osgQt is the repo I used to separate osg an Qt part due to
decision from osg to drop Qt support).


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On 24 January 2018 at 18:34, Julien Valentin 
wrote:

> Hi
> osgQt is no more part of osg core anymore.
> Perhaps you could find info here but we don't even know where you get the
> sources.
> I think the more relevant and updated fork is
> https://github.com/mathieu/osgQt
> I believe it compiles under win32 latest msvc...
>
> Cheers
>
>
>
> bclay wrote:
> > Hi,
> > since there were no replies to my previous message I would like to ask
> more generically, has anyone successfully built osgQt on windows with
> Visual Studio 2015?  If so how did you get there?  I used cmake 3.7.1 to
> create the VS solution
> >
> >
> > Thank you!
> >
> > Cheers,
> > Bruce
>
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=72857#72857
>
>
>
>
>
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Re: [osg-users] osgQt and osg (CMake)

2017-01-17 Thread Mathieu MARACHE
Hi,

Could you please post a Pull request on the osgQt project also ? It would
benefit every one this way !

https://github.com/openscenegraph/osgQt

Thanks

Le mar. 17 janv. 2017 à 03:29, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> a écrit :

> Hi Paul,
>
> sure. Just give me some time since I have hacked it fast for me test
> purposes. Let do it proper :-). Will ping you shortly with the updated
> files.
>
> Cheers,
> Nick
>
> On Tue, Jan 17, 2017 at 2:51 AM, Paul McIntosh <
> paul.mcint...@internetscooter.com> wrote:
>
>
>
>
> Trajce Nikolov NICK wrote:
>
>
> > Hi Robert,
>
>
> >
>
>
> > what I tried to say and it fixed it was to call INCLUDE(
> FindOpenSceneGraph ) in the main CMakeLists.txt and use the
> OSG_INCLUDE_DIRS and OSG_LIBRARIES in the project CMakeLists.txt
>
>
> >
>
>
> >
>
>
>
>
>
>
>
>
> Trajce could you post the new CMakelists.txt? I am having a go at fixing
> up the readme to focus only on osgQT and testing it out on Windows.
>
>
>
>
>
> Cheers,
>
>
>
>
>
> Paul
>
>
>
>
>
> --
>
>
> Read this topic online here:
>
>
> http://forum.openscenegraph.org/viewtopic.php?p=69978#69978
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
> ___
>
>
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>
>
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>
>
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
>
>
>
> --
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>
>
>
>
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Re: [osg-users] Feedback/guidance sought on move of osgQt out into it's own project/repository

2016-10-17 Thread Mathieu MARACHE
I'll look into that thanks for the update
Le lun. 17 oct. 2016 à 13:04, Stev Kookmal  a écrit :

> Hey all,
>
> When building with MSVC2015 and WIN32.  CMAKE throws am error at this line
>
> INCLUDE(Find3rdPartyDependencies)
>
> This probably shouldnt be there anymore and is artifact from the original
> OSG .cmake.  Deleting it makes things run fine again and CMAKE configures
> and generates without an error.
>
> But, when I try to build my solution in MSVC, it will not find my
> headers... gives me the 'cannot open include files error'.
>
> Does anyone have a fix for this?
>
> Cheers,
> Bora
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=69031#69031
>
>
>
>
>
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Re: [osg-users] Feedback/guidance sought on move of osgQt out into it's own project/repository

2016-10-12 Thread Mathieu MARACHE
Hi Curtis,

I'll have to try and reproduce on a Linux box on my side. But could you try
to pull current master and check if you can get further ?

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On 12 October 2016 at 17:57, Curtis Rubel  wrote:

> Hi Mathieu,
>
>
> Basically that is exactly what I did and am getting an error.
>
> CMake Error: File /usr/local/3rdparty/osgQt-git/packaging/ld.so.conf.d/
> openscenegraph.conf.in does not exist.
> CMake Error at CMakeLists.txt:971 (CONFIGURE_FILE):
>   configure_file Problem configuring file
>
> The ld.so.conf.d directory does not exist within the packaging
> directory on my system, its actually at: /etc/ld.so.conf.d
>
> Currently ONLY the master branch 3.5.6 of osg is installed
> on my system in its default location of /usr/local/lib64.
>
> Here is my output of the entire process:
>
> amx@ios:/usr/local/3rdparty> cd osgQt-git/
> amx@ios:/usr/local/3rdparty/osgQt-git> mkdir BUILD
> amx@ios:/usr/local/3rdparty/osgQt-git> cd BUILD/
> amx@ios:/usr/local/3rdparty/osgQt-git/BUILD> cmake ..
> -- The C compiler identification is GNU 4.8.3
> -- The CXX compiler identification is GNU 4.8.3
> -- Check for working C compiler: /usr/bin/cc
> -- Check for working C compiler: /usr/bin/cc -- works
> -- Detecting C compiler ABI info
> -- Detecting C compiler ABI info - done
> -- Check for working CXX compiler: /usr/bin/c++
> -- Check for working CXX compiler: /usr/bin/c++ -- works
> -- Detecting CXX compiler ABI info
> -- Detecting CXX compiler ABI info - done
> -- Found osgDB: /usr/local/lib64/libosgDB.so
> -- Found osgGA: /usr/local/lib64/libosgGA.so
> -- Found osgUtil: /usr/local/lib64/libosgUtil.so
> -- Found osgText: /usr/local/lib64/libosgText.so
> -- Found osgViewer: /usr/local/lib64/libosgViewer.so
> -- Found osgWidget: /usr/local/lib64/libosgWidget.so
> -- Found osg: /usr/local/lib64/libosg.so
> -- Found OpenThreads: /usr/local/lib64/libOpenThreads.so
> -- Found OpenSceneGraph: /usr/local/lib64/libosgDB.so;/
> usr/local/lib64/libosgGA.so;/usr/local/lib64/libosgUtil.so;
> /usr/local/lib64/libosgText.so;/usr/local/lib64/
> libosgViewer.so;/usr/local/lib64/libosgWidget.so;/usr/
> local/lib64/libosg.so;/usr/local/lib64/libOpenThreads.so (found suitable
> version "3.5.6", minimum required is "3.5.5")
> -- Looking for include file pthread.h
> -- Looking for include file pthread.h - found
> -- Looking for pthread_create
> -- Looking for pthread_create - not found
> -- Looking for pthread_create in pthreads
> -- Looking for pthread_create in pthreads - not found
> -- Looking for pthread_create in pthread
> -- Looking for pthread_create in pthread - found
> -- Found Threads: TRUE
> -- Looking for XOpenDisplay in /usr/lib64/libX11.so;/usr/lib64/libXext.so
> -- Looking for XOpenDisplay in /usr/lib64/libX11.so;/usr/lib64/libXext.so
> - found
> -- Looking for gethostbyname
> -- Looking for gethostbyname - found
> -- Looking for connect
> -- Looking for connect - found
> -- Looking for remove
> -- Looking for remove - found
> -- Looking for shmat
> -- Looking for shmat - found
> -- Looking for IceConnectionNumber in ICE
> -- Looking for IceConnectionNumber in ICE - found
> -- Found X11: /usr/lib64/libX11.so
> -- Found OpenGL: /usr/lib64/libGL.so
>
> The build system is configured to install libraries to /usr/local/lib64
> Your applications may not be able to find your installed libraries unless
> you:
> set your LD_LIBRARY_PATH (user specific) or
> update your ld.so configuration (system wide)
> You have an ld.so.conf.d directory on your system, so if you wish to
> ensure that
> applications find the installed osg libraries, system wide, you could
> install an
> OpenSceneGraph specific ld.so configuration with:
> sudo make install_ld_conf
>
> CMake Error: File /usr/local/3rdparty/osgQt-git/packaging/ld.so.conf.d/
> openscenegraph.conf.in does not exist.
> CMake Error at CMakeLists.txt:971 (CONFIGURE_FILE):
>   configure_file Problem configuring file
>
>
> -- Configuring incomplete, errors occurred!
> See also "/usr/local/3rdparty/osgQt-git/BUILD/CMakeFiles/CMakeOutput.log".
> See also "/usr/local/3rdparty/osgQt-git/BUILD/CMakeFiles/CMakeError.log".
>
>
> I was able to get past this error by running cmake-gui and
> manually setting the build path, then clicked configure again
> and then finally was able to generate the makefile.  After that
> the osgQt project  built and installed ok on my system.
>
> I currently have cmake 3.0.2 installed on my 64bit OpenSuSE
> 13.2 Linux system that I am using  for this initial test in case
> that affects any of this.
>
> Thank you for your quick response..
>
> Cheers,
> Curtis
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=68981#68981
>
>
>
>
>
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Re: [osg-users] Feedback/guidance sought on move of osgQt out into it's own project/repository

2016-10-12 Thread Mathieu MARACHE
Hi Curtis,

The repository now lies next to osg's :
https://github.com/openscenegraph/osgQt
To be able to compile osgQt you need to have an existing osg installation
beforehand.
I'll try to make change the Readme to explain in better detail.
What I did (macOS with Qt5) :
git clone ...
cd osgQt
mkdir build
cd build
cmake ..
make
:-)


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On 12 October 2016 at 16:25, Curtis Rubel  wrote:

> Hi,
>
>   Just curious how things are proceeding with this process.
>
> I saw Roberts request to test the latest 3.5.6 Master branch with the
> new vertex buffer changes  and would like to try and do that
> but our entire baseline relies heavily on osgQt being present
> to build against.
>
> We are mainly a Linux house, but also have some Windows
> and MacOSX requirements from time to time.
>
> My first attempt to clone out the latest osgQt kit from GitHub
> does not allow me to run cmake on it successfully as
> a standalone project/directory on my system.   I looked around
> a bit and I do not see how to actually get cmake to properly
> setup the project to build with OSG now that its been
> separated.
>
> Can someone point me in the direction to find a set of
> instructions to follow or possibly give me some hints on
> how to get osgQt built against the current 3.5.6 master branch
> of OSG.  I have a little bit of time right now so, any info would
> be greatly appreciated so that we can start to provide back some feedback
> on the latest master branch of OSG as well as this
> new osgQt project.
>
> ...
>
> Thank you!
>
> Cheers,
> Curtis
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=68976#68976
>
>
>
>
>
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Re: [osg-users] Feedback/guidance sought on move of osgQt out into it's own project/repository

2016-10-11 Thread Mathieu MARACHE
Hi Robert,

I received and confirmed your invitation on the OpenSceneGraph osgQt repo.
Thanks !
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Re: [osg-users] Feedback/guidance sought on move of osgQt out into it's own project/repository

2016-10-11 Thread Mathieu MARACHE
Hi Robert the project is ready since it is only a extraction of osgQt in
terms of functionality. I've merged into master and tagged as 3.5.5
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Re: [osg-users] Feedback/guidance sought on move of osgQt out into it's own project/repository

2016-09-20 Thread Mathieu MARACHE
It is a sensible but not very flexible way to answer the issue imho. I
could propose the "conan" way like we do internally (upload versioned
binary packages to a public repo). But I will make a proposal first.
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Re: [osg-users] Feedback/guidance sought on move of osgQt out into it's own project/repository

2016-09-19 Thread Mathieu MARACHE
Hi Robert,

On Mon, Sep 19, 2016 at 9:46 AM Robert Osfield 
wrote:

> Hi Mathieu,
>
> One of the items that could complicate things is the qfont plugin as this
> would normally be placed in the lib/osgPlugins-version directory.  This
> coupling to a specific OSG version is not helpful for the osgQt build or
> maintainers.
>
> I think the solution is to simply place the
> src/osgPlugins/qfont/ReaderQFont.cpp file directly into the osgQt directory
> and remove the separate plugin completely.  One wouldn't use the qfont
> ReaderWriter without using qt/osgQt so there is nothing to loose from
> making this change, what you gain is simplicity and flexibility.
>

I'm OK with that.


> > One issue will be trigger CI builds without recompiling osg.
>
> Could you explain what specifically is the problem?
>

If I want to compile osgQt using travisCI or appveyor I need to pull also
osg's code to compile it ?


>
> Robert.
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Re: [osg-users] Feedback/guidance sought on move of osgQt out into it's own project/repository

2016-09-17 Thread Mathieu MARACHE
Hi again,

I've moved forward and compiled and executed osgQt on Qt5 on macOS.
The modifications are made on my repo (forked from Tom's) in a branch :

https://github.com/mathieu/osgQt/tree/findingOSG

There are still some bits like soversion that are hardcoded (the stock
FindOpenSceneGraph.cmake doesn't provide it).



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On 18 September 2016 at 02:49, Mathieu MARACHE <mathieu.mara...@gmail.com>
wrote:

> Hi Robert,
>
> I cloned tom's attempt to reduce history : https://github.com/blobfish/os
> gQtCleaned01
>
> I'm now in the process of simplifying a bit some things, finding OT, OSG,
> etc.
>
> Something is still bothering me as OpenSceneGraph is not the only piece of
> software osgQt depends on, but also OpenThreads... And the needed
> OpenThreads is the one built on Qt's QThreads...
>
> OpenSceneGraph itself is agnostic of the threading library OT is built on.
> And it should, however OT is very aware :-)
>
> The only way I see removing Qt altogether from the OpenSceneGraph equation
> is to separate OpenThreads also, just like osgQt...
>
> I'm not sure how this would simplify linux distro package creators.
>
> Thoughts ?
>
> Le ven. 16 sept. 2016 à 18:02, Robert Osfield <robert.osfi...@gmail.com>
> a écrit :
>
>> On 16 September 2016 at 16:17, Mathieu MARACHE
>> <mathieu.mara...@gmail.com> wrote:
>> > Better approach ! Looks like we have a winner :-)
>>
>> Do you want me to apply the script to my osgQt, or do you want to
>> apply them to your own.
>>
>> Once we feel that osgQt is ready to be used standalone I'd suggest
>> forking which ever of our osgQt repo's is most appropriate so that we
>> then have a osgQt on the openscenegraph git hub account, I then can
>> grant you and who else you want write permission on the project.
>>
>> Just let me know how you'd want thing to progress.
>>
>> One thing I was planning to do with my osgQt repo was simplifying the
>> CMakeLists.txt files to remove all the complex stuff that exists due
>> to complexity/history of the OSG project.  I have written a few
>> NodeKit;s over the years with simplified CMake files which I can use
>> as inspiration.  Unfortunately these aren't public projects so I can't
>> just point you at them as an example.
>>
>> Robert.
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Re: [osg-users] Feedback/guidance sought on move of osgQt out into it's own project/repository

2016-09-17 Thread Mathieu MARACHE
Hi Robert,

I cloned tom's attempt to reduce history : https://github.com/blobfish/
osgQtCleaned01

I'm now in the process of simplifying a bit some things, finding OT, OSG,
etc.

Something is still bothering me as OpenSceneGraph is not the only piece of
software osgQt depends on, but also OpenThreads... And the needed
OpenThreads is the one built on Qt's QThreads...

OpenSceneGraph itself is agnostic of the threading library OT is built on.
And it should, however OT is very aware :-)

The only way I see removing Qt altogether from the OpenSceneGraph equation
is to separate OpenThreads also, just like osgQt...

I'm not sure how this would simplify linux distro package creators.

Thoughts ?

Le ven. 16 sept. 2016 à 18:02, Robert Osfield <robert.osfi...@gmail.com> a
écrit :

> On 16 September 2016 at 16:17, Mathieu MARACHE
> <mathieu.mara...@gmail.com> wrote:
> > Better approach ! Looks like we have a winner :-)
>
> Do you want me to apply the script to my osgQt, or do you want to
> apply them to your own.
>
> Once we feel that osgQt is ready to be used standalone I'd suggest
> forking which ever of our osgQt repo's is most appropriate so that we
> then have a osgQt on the openscenegraph git hub account, I then can
> grant you and who else you want write permission on the project.
>
> Just let me know how you'd want thing to progress.
>
> One thing I was planning to do with my osgQt repo was simplifying the
> CMakeLists.txt files to remove all the complex stuff that exists due
> to complexity/history of the OSG project.  I have written a few
> NodeKit;s over the years with simplified CMake files which I can use
> as inspiration.  Unfortunately these aren't public projects so I can't
> just point you at them as an example.
>
> Robert.
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Re: [osg-users] Feedback/guidance sought on move of osgQt out into it's own project/repository

2016-09-16 Thread Mathieu MARACHE
Better approach ! Looks like we have a winner :-)
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Re: [osg-users] Feedback/guidance sought on move of osgQt out into it's own project/repository

2016-09-14 Thread Mathieu MARACHE
Hi All,

I've gone through the process of striping the osgQt repository from osg
only related files in it's history. This means rewriting commits and
removing unnecessary files from each commit. This is a long process.

I've added a commit removing non osgQt related examples.
I then listed all the files present in the repository giving me listing A.
I did a listing B of all files before Robert's removal of osg only files.
I kept only the files given by B - A in listing C.

I then issued a git command :
git filter-branch --index-filter 'git rm --cached --ignore-unmatch [files
in C]' HEAD

It was a long process : 3615 seconds (an hour) and even thought it seems
that the size of the repository hasn't gained any weight, there is no signs
of those listing C files.

The result is there
https://github.com/marache/osgQt

The main issue is that we now have 14240 different commits than the 14240
commit of osg. So there is no easy turning back into osg.
The size of a newly clone repository isn't smaller than Robert's original
one.

We could remove history altogether and use git replace to start history
sooner than Dan's original commit

Any thoughts ?
--
nǝıɥʇɐƜ

On 14 September 2016 at 07:34, Paul McIntosh  wrote:

>
> Mathieu wrote:
> >
> > Anyone out there wanting to chip in ?
> >
>
>
> I can help - my time is very limited though. At the very least I can
> feedback on the documentation, setup and use.
>
> I have past experience with Qt/OSG/Delta3D and am currently reviving all
> that knowledge on a personal project which combines Qt5/OSG.
>
> Cheers,
>
> Paul
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=68597#68597
>
>
>
>
>
> ___
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> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
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Re: [osg-users] Feedback/guidance sought on move of osgQt out into it's own project/repository

2016-09-08 Thread Mathieu MARACHE
Hi,
Regarding the hosting, within the openscenegraph account would be the best
I recon. Both for visibility and ease to find.
Concerning rights, you can setup "Collaborators" that will have push access
to the repository in the repository settings. You could then mandate a
maintainer the right to push to a osgQt repository owned by the
 openscenegraph user

Regards,
Mathieu

On Wed, Sep 7, 2016 at 9:39 PM Robert Osfield 
wrote:

>
> Another area for discussion would be where to host the main version of
> the new osgQt, we could have in the openscenegraph account alongside
> the OSG, or have it live entirely separately.  I am not clear on how
> fine grained we can make the permissions on projects within the
> openscenegraph account so an entirely separate repository might be
> best w.r.t permissions.
>
>
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Re: [osg-users] Feedback/guidance sought on move of osgQt out into it's own project/repository

2016-09-06 Thread Mathieu MARACHE
Hi Robert,

We are users of the osgQt library, we are in the process of migrating from
Qt4 to Qt5. I can propose to be the maintainer of the osgQt Nodekit...

I would propose, in order to keep the history, to fork the current osg repo
and cut out everything else to create an osg Nodekit library.

Anyone out there wanting to chip in ?

Le mar. 6 sept. 2016 à 15:10, Robert Osfield  a
écrit :

> Do we not have any Qt users anymore? No one care enough to chip in?
>
> I'm not going to wait around forever before making decisions.  I need
> to get on with moving the OSG towards OSG-3.6.
>
> The OSG/Qt users need to decide how they want to progress from here
> once osgQt has been move out from the core OSG.  If you don't step up
> then osgQt will likely languish unloved and unsupported. I don't have
> the Qt expertise to do the support, you guys need to step up.
> ___
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> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
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Re: [osg-users] Linux packaging: Qt 4 vs 5

2016-07-20 Thread Mathieu MARACHE
Hi,
I agree and second Andre here, one needs to have either a Qt4 or a Qt5
version of osg/ot (to be used inside Qt that is).

History repeats itself there as these issues where already there with the
passage from Qt3 to Qt4. Qt proposed a Qt3Porting library that made code
using the Qt3 API recompile on Qt4 seamlessly. This is not the case there.

Now this will not be an answer to Linux distribution packaging... But we
have been experimenting successfully a different binary packaging option :
Conan C++ Open Source Package Manager (http://conan.io). This is IMHO the
most wanted feature when using C++ libraries on heterogenous
configurations/platforms.

We are able to create osg 3.2.3 libraries in those variants/mixes with all
their (cascading) dependencies :
 - Windows 32bits/64bits/Release/Debug with VS10
 - Linux 64bits/Release/Debug with gcc4.8 and libstdc++
 - macOS 64bits/Release/Debug with clang7.3 libstdc++ and minosx=10.7

The reason we took this path is to be able easily to start using a new osg
release in our product (with all it's dependencies) while been able to
maintain older versions of our software (and possibly upgrade or patch old
dependencies).

The basic concept is that you need to declare your requirements in a txt
file or a python file (not so scary) and conan will pull them for you and
prepare config files for your generator of choice (CMake, VS, XCode).

The getting started will go just over the basics of this :
http://docs.conan.io/en/latest/getting_started.html

Now, I have been doing this on a private repository, but I would gladly
propose a helping hand and bootstrap an initiative to get conan osg package
appear on conan's public repository. Packages can be build with Travis-CI
(and AppVeyor for windows) and uploaded to conan.io freely.

Any thoughts ?

Regards,
Mathieu

On Wed, Jul 20, 2016 at 8:47 AM Andre Normann 
wrote:

> Hi Robert,
>
> but there is one problem with OpenThreads when moving osgQt out of the
> core OSG. To get threading working with Qt5, I need the Qt version of
> OpenThreads. When you do not whant to have any dependence to Qt in the core
> OSG library, then we also need to drop the support of Qt inside OpenThreads.
>
> Best regards,
> André
>
>
> 2016-07-19 16:08 GMT+02:00 Robert Osfield :
>
>> Hi Stuart,
>>
>> On 18 July 2016 at 18:24, Stuart Mentzer  wrote:
>> > The Fedora OSG packager added this comment to the Bugzilla entry:
>> >
>> >
>> >> Having experimented a bit with Qt4/Qt5 builts, I found this won't be
>> easily achievable.
>> >>
>> >> - OSG-3.4.0's qt-libs/plugins/binaries use non-qt-versioned file
>> names/SONAMEs. I.e. qt4 and qt5-compiled binaries will conflict at
>> runtime/installation time.
>> >>
>> >> - Qt5-built OSG is slightly incompatible with Qt4-build versions of
>> OSG-3.4.0.
>> >> (Building against QT5 causes OSG to drop the osgdb_qfont.so plugin)
>> >>
>> >> - OSG-3.4.0 monolytical [monolithic?] build system treats QT4 and QT5
>> as mutually exclusive alternatives.
>> >>
>> >> All in all, I don't see an easy way to implement parallel installation
>> of qt4-/qt5-build variants.
>> >
>> >
>> > If these issues can't be finessed, separating just osgQt into Qt 4 and
>> 5 packages won't suffice: we'll need separate OSG builds, installation
>> paths, and library naming. But maybe someone more familiar with Linux
>> builds can see a simpler approach. Having both Qt 4 and 5 builds on Linux
>> seems to have value but if that's not practical it might be time with OSG
>> 3.6.0 to encourage Linux packagers to switch to Qt 5.
>>
>>
>> I don't think just switching to Qt5 is a solution.
>>
>> I've come to the conclusion that we need separate osgQt4 and osgQt5
>> Libraries.
>>
>> I also feel that having either in the core OSG would not be
>> appropriate, no other core OSG NodeKit/Libraries have external
>> dependencies like Qt, it has never sat alongside the rest of the OSG
>> as a comfortable companion.  For OSG-3.6 I now think we should not
>> have any osgQt library included, as if we didn't when we'd encode in
>> the lack of flexibility for which Qt version to target for yet another
>> generation of OSG.
>>
>> What I think is appropriate would be to first move osgQt out into it's
>> own separate project/repository, something we can host on our
>> OpenSceneGraph github account.  The next step would be then to create
>> a dedicated osgQt4 and osgQt5 library either from within the osgQt
>> project or as separate projects.  I would suggest that we have OSG/Qt
>> users step up and direct the future of osgQt/osgQt4/osgQt5.  I would
>> suggest that this project work with a range of OSG version rather than
>> just the up coming OSG-3.6.
>>
>> On the practicalities front we need to five write permission on the
>> OpenSceneGraph/osgQt project to who ever wants to lead/contribute to
>> it.   It might be that hosting it as part of OpenSceneGraph githib
>> account would not serve this purpose 

Re: [osg-users] [osg-submissions] GL3 Mac OS X needs VertexArrayObject

2016-06-09 Thread Mathieu MARACHE
it prevents annoying Warnings from Apple GL Headers
relevant part of gl3.h :

#if defined __gl_h_ && !(defined
GL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED)
#warning gl.h and gl3.h are both included.  Compiler will not invoke errors
if using removed OpenGL functionality.
#endif


--
nǝıɥʇɐƜ

On 9 June 2016 at 18:36, Robert Osfield <robert.osfi...@gmail.com> wrote:

> Hi Mathieu,
>
> Changes look like they are close to what will work.  We could stick
> with the simple object ID but I'd be inclined towards having a object
> for it so you could share objects between osg::Geometry, as we all as
> having the ability to store data such as the osg::Array associated
> with the VAO.  I haven't really thought enough about the issue yet to
> know for sure whether going the Object route is required so take this
> as me just mulling things over.
>
> What is the addition the CMakeLists.txt:
>
>   add_definitions(-DGL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED)
>
> For?  Is this a hint the the Apple GL headers to do something special?
>
> Robert.
>
> Robert.
>
> On 9 June 2016 at 16:40, Mathieu MARACHE <mathieu.mara...@gmail.com>
> wrote:
> > I've finally made my mods against master branch on my clone for the
> > OpenSceneGraph repo.
> >
> >
> https://github.com/openscenegraph/OpenSceneGraph/compare/master...mathieu:feature/CoreProfileMacOSX?expand=1
> >
> > I use the example osgsimplegl3 to display files, I've added the
> > osgUtil::Optimizer to retessellate since CoreProfile doesn't do QUADS or
> > POLYGONS.
> >
> > I've hacked into Geometry only to create a VAO and bind it. If I unbind
> it I
> > don't get anything displayed with the osgsimplegl3 example.
> >
> > However this doesn't look good since only the first geometry gets
> > displayed...
> >
> > WIP
> >
> >
> > --
> > nǝıɥʇɐƜ
> >
> > On 9 June 2016 at 11:57, Mathieu MARACHE <mathieu.mara...@gmail.com>
> wrote:
> >>
> >> Hi Robert,
> >>
> >> Indeed VAO support is needed (in obligatory sense) for Macosx Core
> Profile
> >> targets but would be useful to other platforms also since it would make
> the
> >> system more efficient.
> >>
> >> I'm putting osg-users's mailing list in copy to see if someone has more
> >> insight into VAO.
> >>
> >> I've tried to setup VAO inside Geometry and make appropriate calls when
> >> needed but fail to show more than one geometry...
> >>
> >> I was on OpenSceneGraph-3.4 branch, I will try to setup a working branch
> >> from master to show what I came up with. We can discuss on what would
> the
> >> appropriate route should be to implement this. As you mentioned it would
> >> imply osg::Geometry and maybe also osg::State modifications...
> >>
> >> Regards
> >>
> >> --
> >> nǝıɥʇɐƜ
> >>
> >> On 9 June 2016 at 09:19, Robert Osfield <robert.osfi...@gmail.com>
> wrote:
> >>>
> >>> Hi Mathieu,
> >>>
> >>> On 9 June 2016 at 07:44, Mathieu MARACHE <mathieu.mara...@gmail.com>
> >>> wrote:
> >>> > I'm struggling to understand what to do. I merely put up a solution
> >>> > that was
> >>> > explained in a staled thread from 2012 (!), subject was : OpenGL 3.2
> >>> > support
> >>> > in OS X 10.7 (Lion)
> >>>
> >>> This was clearly just a hack to get things "working" not an actual
> >>> solution.
> >>>
> >>>
> >>> > I see your points, you are right this is not a general solution.
> >>> >
> >>> > I'll be reading a bit more on VAO and try to add VAO support directly
> >>> > in
> >>> > Geometry is possible...
> >>>
> >>> I would be worth just moving the discussion about VAO support to
> >>> osg-users so we can all discuss the what solution.  I'm happy to pitch
> >>> in some time to getting this resolved for 3.6.
> >>>
> >>> Right now from what I've learnt that natural place for binding the VAO
> >>> would be in osg::Geometry.  It may be that osg::State would be the
> >>> part of the OSG that does the binding as it already manages the vertex
> >>> arrays and associated buffer objects.The VAO essentially wraps up
> >>> all the vertex array settings in one place so that once it's set up
> >>> one just binds a single VAO object rather than a VBO a

Re: [osg-users] [osg-submissions] GL3 Mac OS X needs VertexArrayObject

2016-06-09 Thread Mathieu MARACHE
I've finally made my mods against master branch on my clone for the
OpenSceneGraph repo.

https://github.com/openscenegraph/OpenSceneGraph/compare/master...mathieu:feature/CoreProfileMacOSX?expand=1

I use the example osgsimplegl3 to display files, I've added the
osgUtil::Optimizer to retessellate since CoreProfile doesn't do QUADS or
POLYGONS.

I've hacked into Geometry only to create a VAO and bind it. If I unbind it
I don't get anything displayed with the osgsimplegl3 example.

However this doesn't look good since only the first geometry gets
displayed...

WIP


--
nǝıɥʇɐƜ

On 9 June 2016 at 11:57, Mathieu MARACHE <mathieu.mara...@gmail.com> wrote:

> Hi Robert,
>
> Indeed VAO support is needed (in obligatory sense) for Macosx Core Profile
> targets but would be useful to other platforms also since it would make the
> system more efficient.
>
> I'm putting osg-users's mailing list in copy to see if someone has more
> insight into VAO.
>
> I've tried to setup VAO inside Geometry and make appropriate calls when
> needed but fail to show more than one geometry...
>
> I was on OpenSceneGraph-3.4 branch, I will try to setup a working branch
> from master to show what I came up with. We can discuss on what would the
> appropriate route should be to implement this. As you mentioned it would
> imply osg::Geometry and maybe also osg::State modifications...
>
> Regards
>
> --
> nǝıɥʇɐƜ
>
> On 9 June 2016 at 09:19, Robert Osfield <robert.osfi...@gmail.com> wrote:
>
>> Hi Mathieu,
>>
>> On 9 June 2016 at 07:44, Mathieu MARACHE <mathieu.mara...@gmail.com>
>> wrote:
>> > I'm struggling to understand what to do. I merely put up a solution
>> that was
>> > explained in a staled thread from 2012 (!), subject was : OpenGL 3.2
>> support
>> > in OS X 10.7 (Lion)
>>
>> This was clearly just a hack to get things "working" not an actual
>> solution.
>>
>>
>> > I see your points, you are right this is not a general solution.
>> >
>> > I'll be reading a bit more on VAO and try to add VAO support directly in
>> > Geometry is possible...
>>
>> I would be worth just moving the discussion about VAO support to
>> osg-users so we can all discuss the what solution.  I'm happy to pitch
>> in some time to getting this resolved for 3.6.
>>
>> Right now from what I've learnt that natural place for binding the VAO
>> would be in osg::Geometry.  It may be that osg::State would be the
>> part of the OSG that does the binding as it already manages the vertex
>> arrays and associated buffer objects.The VAO essentially wraps up
>> all the vertex array settings in one place so that once it's set up
>> one just binds a single VAO object rather than a VBO and then specify
>> the individual vertex arrays within this.  In theory this should mean
>> the system is more efficient - as long as we get the design and
>> implementation right.
>>
>> Robert.
>> ___
>> osg-submissions mailing list
>> osg-submissi...@lists.openscenegraph.org
>>
>> http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
>>
>
>
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Re: [osg-users] Community Feedback Required : What minimum CMake version should we require?

2016-06-09 Thread Mathieu MARACHE
+1 for 2.8

--
nǝıɥʇɐƜ

On 9 June 2016 at 16:59, michael kapelko  wrote:

> Hi.
> For all of my projects I use 2.8 as minimum. I remember that I started
> using CMake when it was 2.6.
> Looking at CMake release history (
> https://cmake.org/Wiki/CMake_Released_Versions ) 2.8.0 was released in
> 2009.
> Debian 6 ( https://archive.debian.net/squeeze/devel/cmake , released in
> 2011)  had 2.8.2.
> Ubuntu 12.04 LTS Precise (
> http://packages.ubuntu.com/search?keywords=cmake=names=precise=all
> , released in 2012 and supported up to 2017) had 2.8.7.
> For Windows and OS X it's easy to download the most up-to-date version.
>
> So I suggest using 2.8 as minimum. Distros that was released in 2012 and
> after are definitely covered.
>
> 2016-06-08 23:49 GMT+07:00 Robert Osfield :
>
>> Hi All,
>>
>> We have various optional script paths in our CMake build system to try
>> and keep things working on older CMake versions, the minimum currently
>> is set in OpenSceneGraph/CMakeLists.txt:
>>
>> IF(WIN32)
>> CMAKE_MINIMUM_REQUIRED(VERSION 2.4.6 FATAL_ERROR)
>> ELSE(WIN32)
>> IF(APPLE)
>> CMAKE_MINIMUM_REQUIRED(VERSION 2.6.0 FATAL_ERROR)
>> ELSE(APPLE)
>> CMAKE_MINIMUM_REQUIRED(VERSION 2.4.4 FATAL_ERROR)
>> ENDIF(APPLE)
>> ENDIF(WIN32)
>>
>>
>> This bit of script is ancient though, something coded in when we first
>> added CMake build system.  Fast forward today, can we up the require
>> version to 2.6?  2.8?
>>
>> Robert.
>> ___
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>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
> ___
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>
>
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Re: [osg-users] [osg-submissions] GL3 Mac OS X needs VertexArrayObject

2016-06-09 Thread Mathieu MARACHE
Hi Robert,

Indeed VAO support is needed (in obligatory sense) for Macosx Core Profile
targets but would be useful to other platforms also since it would make the
system more efficient.

I'm putting osg-users's mailing list in copy to see if someone has more
insight into VAO.

I've tried to setup VAO inside Geometry and make appropriate calls when
needed but fail to show more than one geometry...

I was on OpenSceneGraph-3.4 branch, I will try to setup a working branch
from master to show what I came up with. We can discuss on what would the
appropriate route should be to implement this. As you mentioned it would
imply osg::Geometry and maybe also osg::State modifications...

Regards

--
nǝıɥʇɐƜ

On 9 June 2016 at 09:19, Robert Osfield <robert.osfi...@gmail.com> wrote:

> Hi Mathieu,
>
> On 9 June 2016 at 07:44, Mathieu MARACHE <mathieu.mara...@gmail.com>
> wrote:
> > I'm struggling to understand what to do. I merely put up a solution that
> was
> > explained in a staled thread from 2012 (!), subject was : OpenGL 3.2
> support
> > in OS X 10.7 (Lion)
>
> This was clearly just a hack to get things "working" not an actual
> solution.
>
>
> > I see your points, you are right this is not a general solution.
> >
> > I'll be reading a bit more on VAO and try to add VAO support directly in
> > Geometry is possible...
>
> I would be worth just moving the discussion about VAO support to
> osg-users so we can all discuss the what solution.  I'm happy to pitch
> in some time to getting this resolved for 3.6.
>
> Right now from what I've learnt that natural place for binding the VAO
> would be in osg::Geometry.  It may be that osg::State would be the
> part of the OSG that does the binding as it already manages the vertex
> arrays and associated buffer objects.The VAO essentially wraps up
> all the vertex array settings in one place so that once it's set up
> one just binds a single VAO object rather than a VBO and then specify
> the individual vertex arrays within this.  In theory this should mean
> the system is more efficient - as long as we get the design and
> implementation right.
>
> Robert.
> ___
> osg-submissions mailing list
> osg-submissi...@lists.openscenegraph.org
>
> http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
>
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Re: [osg-users] github not synchronized

2015-11-09 Thread Mathieu MARACHE
Hi all,

I've provided Robert with the necessary security tokens to take over the
openscenegraph user account on github. Things should go smoothly from now
on.

--
nǝıɥʇɐƜ

On 7 November 2015 at 16:15, Robert Osfield <robert.osfi...@gmail.com>
wrote:

> On 7 November 2015 at 14:31, Chris Hanson <xe...@alphapixel.com> wrote:
>
>> Indications are that this is run by Don Burns. Let me poke him.
>>
>
> The current own of the openscenegraph github account is Mathieu Marache.
> I emailed him this morning about transferring the account to me so I can
> move the OSG master over to github rather than have githib mirror the OSG's
> subversion.
>
>  Robert.
>
> ___
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>
>
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Re: [osg-users] github repo out of sync

2014-11-20 Thread Mathieu MARACHE
Hi all,
git mirror should be back on track with svn repository
HTH,
Mat

On Wed Nov 19 2014 at 18:28:19 Chris Hanson xe...@alphapixel.com wrote:

 So, what do you think The Right Thing to do would be? I'm not GitHub savvy
 enough to have a valid opinion.​
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Re: [osg-users] github repo out of sync

2014-11-19 Thread Mathieu MARACHE
I'll have a look tomorrow morning as soon as I get back to work...
Le mer. 19 nov. 2014 à 18:26, Alberto Luaces alua...@udc.es a écrit :

 Chris Hanson writes:

  Hmm. This is not the default branch for GitHub? Shouldn't it be, then?

 Up to some weeks ago, SVN trunk was tracked by github's master.  That is
 the reason why when I updated my remotes, everything said it was up to
 date.

 --
 Alberto

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Re: [osg-users] osgLeap Leap Motion Integration

2014-03-24 Thread Mathieu MARACHE
Hi Johannes,

Nice work ! I Just got my hands on a Leap device and integrated it into my
application nicely. However I did need some changes to fit my needs and
also had difficulties with the multi inheritance in the osgLeap::Controller
singleton. Nothing too complicated but how can I submit my changes back for
your eventual inclusion in the library ?

Regards,

--
nǝıɥʇɐƜ


On 25 October 2013 11:08, Johannes Scholz osg-supp...@vtxtech.net wrote:

 Hi,

 osgLeap-0.3.0 is tagged now.

 * osgLeap-0.3.0 requires at least OpenSceneGraph?-3.1.4 including build of
 the osgdb_png plugin to read the PNG images files for the
 osgLeap::HandState? class

 * Introduced osgLeap::PointerEventDevice? to generate native
 OpenSceneGraph? events from your Leap Motion actions. As the name suggests
 this class focuses on generating (or 'emulating') 2D mouse or touch events
 for all fingers detected pointing at the screen. PointerEventDevice?
 supports two modes for click emulation or may be deactivated:
 1) Time-based (e.g. if pointer is standing still for 5 seconds, however
 the actual trigger time can be defined by the user)
 2) Screentap (fires a mouse or touch event if the Leap 'Screentap' gesture
 is done)

 * PointerEventDevice? may be configured to fire either mouse or touch
 events however the touch emulation is to be considered experimental. To
 test PointerEventDevice? run the leappointer example.

 * Feedback on the touch emulation mode is greatly appreciated.

 * Added osgLeap::HandState? visualizer to give the user a hint on what the
 Leap Device is currently seeing.

 * Introduced osgLeap::PointerGraphicsUpdateCallback? for visualization of
 the positions you are pointing at. Refer to example_leappointer on how to
 use

 * Renamed osgLeap::LeapManipulator? to osgLeap::OrbitManipulator?. This is
 done in order to avoid naming issues with future additional manipulators.

 * Renamed example_leapdemo to example_leaporbit

 * Introduced osgLeap::HUDCamera class to simplify examples[/list]

 Thank you!

 Cheers,
 Johannes

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Re: [osg-users] Xcode osg

2014-03-24 Thread Mathieu MARACHE
Hi,

If you are trying to compile osg itself, try 'cmake -G Xcode'

HTH,

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On 6 August 2013 11:02, Quentin quentin.blanc...@gmail.com wrote:

 Hi,
 I'm trying to make an xcode template for osg project.
 Could someone help me to do or if someone get a template i'll be happy to
 get it.
 my xcode is 4.6 and osg 3.1.5.

 Thank you!

 Cheers,
 Quentin

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Re: [osg-users] Compile error, DDS plugin, GL_RG_SNORM and GL_RED_SNORM

2013-11-28 Thread Mathieu MARACHE
Hi Paul,

I'm following your tracks it seems, I've gone forward with the easy way :

--- a/src/osgPlugins/dds/ReaderWriterDDS.cpp
+++ b/src/osgPlugins/dds/ReaderWriterDDS.cpp
@@ -873,12 +873,15 @@ osg::Image* ReadDDSFile(std::istream _istream, bool
flipDDSRead)
 pixelFormat= GL_RG;
 dataType   = GL_UNSIGNED_BYTE;
 break;
-
+#if defined(__APPLE__)  defined(OSG_GL3_AVAILABLE)
+# pragma message(OSG_DXGI_FORMAT_R8G8_SNORM disabled on MacOsX with GL3)
+#else
 case OSG_DXGI_FORMAT_R8G8_SNORM:
 internalFormat = GL_RG_SNORM;
 pixelFormat= GL_RG;
 dataType   = GL_BYTE;
 break;
+#endif

 case OSG_DXGI_FORMAT_R8G8_SINT:
 internalFormat = GL_RG8I;
@@ -904,12 +907,15 @@ osg::Image* ReadDDSFile(std::istream _istream, bool
flipDDSRead)
 dataType   = GL_UNSIGNED_SHORT;
 break;

+#if defined(__APPLE__)  defined(OSG_GL3_AVAILABLE)
+# pragma message(OSG_DXGI_FORMAT_R16_SNORM disabled on MacOsX with GL3)
+#else
 case OSG_DXGI_FORMAT_R16_SNORM:
 internalFormat = GL_RED_SNORM;
 pixelFormat= GL_RED;
 dataType   = GL_SHORT;
 break;
-
+#endif
 case OSG_DXGI_FORMAT_R16_SINT:
 internalFormat = GL_R16I;
 pixelFormat= GL_RED;

--
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On 26 November 2013 22:10, Paul Martz skewmat...@gmail.com wrote:

 I'm trying to get OSG trunk built for GL3. Currently the DDS plugin is
 failing to compile due to the undefined symbols GL_RG_SNORM and
 GL_RED_SNORM. These symbols are used at ReaderWriterDDS.cpp lines 878 and
 908.

 Can I get some guidance from the author of this code as to the best way to
 handle these switch cases when OSG is built for GL3? The easy way would be
 to conditionally compile them, in which case they would default to display
 a warning message.

 Please advise, thanks.

 --
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 Skew Matrix Software LLC

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Re: [osg-users] github-mirror not in sync anymore

2013-11-27 Thread Mathieu MARACHE
Back on tracks thanks for the notice

--
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On 25 November 2013 13:49, Stephan Maximilian Huber 
lis...@stephanmaximilianhuber.com wrote:

 Hi,

 it seems that the github-mirror is out of sync with the current svn-trunk.
 Can somebody fix this?

 cheers,

 Stephan
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Re: [osg-users] [osgPlugins] Plugin vrml

2013-11-03 Thread Mathieu MARACHE
Sorry Jan,

I was referring to the issue mentioned first in this thread :

FindFileInPath() : trying C:\Osg_Source\OpenSceneGraph\
bin\osgPlugins-3.0.1\osgdb_vrml.dll ...
FindFileInPath() : USING C:\Osg_Source\OpenSceneGraph\
bin\osgPlugins-3.0.1\osgdb_vrml.dll
DynamicLibrary::failed loading osgPlugins-3.0.1/osgdb_vrml.dll
Warning: Could not find plugin to read objects from file
C:\Osg_Source\OpenSceneGraph\bin\object.wrl.

Although the plugin was correctly compiled (even now on 3.2.0 branch with
OpenVRML 0.18.9) the osgdb_vrml plugin wouldn't load. Tracing the code, it
was loading but throwing an uncaught no_registry_key exception while trying
to find OpenVRML data directory on WIN32 targets, see
http://svn.openvrml.org/viewvc/openvrml/trunk/src/libopenvrml/openvrml/local/conf.cpp?view=markup#l121

Setting the  OPENVRML_DATADIR environment variable to the registry key will
correct this.

AFAIK this had nothing to do with your comment :-)

Regards,

--
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On 31 October 2013 18:29, Jan Ciger jan.ci...@gmail.com wrote:




 On Thu, Oct 31, 2013 at 11:06 AM, Mathieu MARACHE 
 mathieu.mara...@gmail.com wrote:

 Hi,

 Old topic but I ran into the same issue. Browsing the OpenVRML code it
 NEEDS the environnement variable OPENVRML_DATADIR set to the path
 containing the components directory (which has all the xml files for the
 nodes). It can also be set in the registry key
 HKLM\SOFTWARE\OpenVRML\OpenVRML\Datadir

 HTH
 Regards,


 What issue are you referring to? The compilation error with Visual C++
 2010 I was commenting on? I doubt that would require the above-mentioned
 env. variable.

 J.



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Re: [osg-users] [osgPlugins] Plugin vrml

2013-10-31 Thread Mathieu MARACHE
Hi,

Old topic but I ran into the same issue. Browsing the OpenVRML code it
NEEDS the environnement variable OPENVRML_DATADIR set to the path
containing the components directory (which has all the xml files for the
nodes). It can also be set in the registry key
HKLM\SOFTWARE\OpenVRML\OpenVRML\Datadir

HTH
Regards,

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On 1 February 2013 22:08, Jan Ciger jan.ci...@gmail.com wrote:

 On 01/31/2013 10:20 PM, lucie lemonnier wrote:

 I compiled openvrml-0.17.12 with visual studio 2008 without problem.
 When I try to compile  openvrml-0.17.12 with visual studio 2010, I have
 this error in compilation several times :
 typename cannot be used outside a template declaration
 Does that tell you something?


 That sounds like some non-standard C++ code in OpenVRML. However, that
 version is quite old, try a more recent one. That particular bug may have
 been fixed since then - the version 0.18.7 has this in the changelog: This
 release includes changes to build against XULRunner 2.0, project files for
 Visual C++ 2010, and minor bug fixes.

 Regards,

 Jan

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Re: [osg-users] [vpb] VirtualPlanetBuilder source and homepage gone?

2013-10-16 Thread Mathieu MARACHE
done

--
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On 14 October 2013 17:56, Björn Blissing bjorn.bliss...@vti.se wrote:


 Jordi Torres wrote:
  Hi Björn,
 
 
  Take a look to the OSG main website:
 
  http://openscenegraph.org (http://openscenegraph.org)
 
 
  You should see a community post warning of the svn url change:
 
 
 http://www.openscenegraph.org/index.php/community/news/130-new-svn-repository-url(
 http://www.openscenegraph.org/index.php/community/news/130-new-svn-repository-url
 )
 
 
  In addition there is a section devoted to VirtualPlanetBuilder with the
 contents of the old website;
 
 
 http://www.openscenegraph.org/index.php/documentation/tools/virtual-planet-builder(
 http://www.openscenegraph.org/index.php/documentation/tools/virtual-planet-builder
 )
 
 
  Sorry for the inconvenience.
 
 
  Cheers.
 
  --
  Jordi Torres
 
   --
  Post generated by Mail2Forum


 Hi Jordi,

 Thank you for pointing me to the right URLs. I googled
 VirtualPlanetBuilder and only found the github mirror page. I don't know
 who is responsible for the github mirror, but perhaps that person should
 update the links on the github page as well.

 Best regards

 Björn

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Re: [osg-users] Please test svn/trunk in prep for 3.1.8 dev release

2013-06-21 Thread Mathieu MARACHE
Hi Robert,

There seems to be a glitch with the stereo offset (eye speration) that
changes for each manipulators. running osgviewer --stereo cow.osgt (which
runs anaglyph sterao mode) and swapping manipulators (1 to 7 keys) shows
the unwanted glitch...

--
Mathieu


On 20 June 2013 18:46, Robert Osfield robert.osfi...@gmail.com wrote:

 Hi Laurens,

 On 20 June 2013 16:52, Robert Osfield robert.osfi...@gmail.com wrote:
  I will continue to look into what amiss in the
  View::assignStereoOrKeystoneToCamera() method, it did work when I
  original wrote the code but there must have been a regression in one
  of the later refactors of the code as I moved it from the osgkeystone
  testbed example into osgViewer.  If I can't resolve this right away
  I'll leave the SceneView stereo fallback in place for the 3.1.8 dev
  release.

 I have now tracked down the bug in handling of mouse coordinates to
 code that assumed a master Camera's viewport was null when the slave
 Cameras do the rendering.  This wasn't actually a valid assumption so
 I've now added handling for the case where the master Camera has a
 viewport.  With this fix I can now remove the commented out assignment
 of stereo slave Cameras.

 I have tested anaglyphic and split strereo options but can't test
 QUAD_BUFFER, could you do an svn update/rebuild and let me know if it
 now works OK.

 Thanks,
 Robert.
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Re: [osg-users] Please test svn/trunk in prep for 3.1.8 dev release

2013-06-21 Thread Mathieu MARACHE
You are right, I just began using stereo while testing this release, looks
corrects to me also.

--
Mathieu


On 21 June 2013 12:02, Robert Osfield robert.osfi...@gmail.com wrote:

 Hi Mathieu,

 On 21 June 2013 10:47, Mathieu MARACHE mathieu.mara...@gmail.com wrote:
  There seems to be a glitch with the stereo offset (eye speration) that
  changes for each manipulators. running osgviewer --stereo cow.osgt
 (which
  runs anaglyph sterao mode) and swapping manipulators (1 to 7 keys) shows
 the
  unwanted glitch...

 I just tested it and the change in stereo offset is down to the way
 that trackball style manipulators scale the eye offsets relative to
 the distance to the point of rotation so that point of rotation lies
 on the image plane, while the immersed in the world style manipulators
 like Drive and FlightManipulators don't adjust the eye offsets,
 instead keeping the settings such that the object should appear as far
 away from the users eyes as the distance in the virtual world.

 So, to me it looks correct, and will have been how things have been
 behaving prior to may changes to osgViewer to support stereo.

 Robert.
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Re: [osg-users] Please test svn/trunk in prep for 3.1.8 dev release

2013-06-21 Thread Mathieu MARACHE
Concerning Collada's osgdb_dae, compiling and execution are fine so it's a
green light from this perspective.

Thanks a lot !

--
Mathieu


On 21 June 2013 12:17, Robert Osfield robert.osfi...@gmail.com wrote:

 Hi Mathieu,

 On 21 June 2013 09:55, Mathieu MARACHE mathieu.mara...@gmail.com wrote:
  Unfortunatly, osgdb_dae compilation is broken, it looks like it's using
 the
  removed indexed geometry API.

 Getting COLLADA to compile will likely to me a while so rather than
 wait for this I thought I'd have a bash at converting to ArrayData
 based code to what the equivilant should be using osg::Array.  I have
 made these changes and checked them into svn/trunk, I haven't been
 able to test the compile of them though as I don't have COLLADA built
 yet.  Could you try out an svn update and let me know if this gets the
 build a bit further along.

 Below are the changes I've made to the dae plugin.  Fingers cross this
 will be near to the final form that we'll need.

 Cheers,
 Robert.


 $ svn diff
 Index: src/osgPlugins/dae/daeRGeometry.cpp
 ===
 --- src/osgPlugins/dae/daeRGeometry.cpp (revision 13511)
 +++ src/osgPlugins/dae/daeRGeometry.cpp (working copy)
 @@ -462,8 +462,8 @@
  osg::ref_ptrosg::Geometry geometry = new osg::Geometry();
  if (NULL != group-getMaterial())
  geometry-setName(group-getMaterial());
 -

 +
  osg::ref_ptrosg::DrawElementsUInt pDrawElements = new
 osg::DrawElementsUInt(mode);
  geometry-addPrimitiveSet(pDrawElements.get());

 @@ -773,7 +773,7 @@
  return false;
  }

 -/// Templated getter for memebers, used for createGeometryData()
 +/// Templated getter for memebers, used for createGeometryArray()
  enum ValueType { POSITION, COLOR, NORMAL, TEXCOORD };
  template int Value
  inline int get() const;
 @@ -796,12 +796,12 @@

  typedef std::mapVertexIndices, GLuint VertexIndicesIndexMap;

 -/// Creates a value array, packed in a osg::Geometry::ArrayData,
 corresponding to indexed values.
 +/// Creates a value array, packed in a osg::Array, corresponding to
 indexed values.
  template class ArrayType, int Value
 -osg::Geometry::ArrayData createGeometryData(domSourceReader 
 sourceReader, const VertexIndicesIndexMap  vertexIndicesIndexMap, int
 texcoordNum=-1) {
 +ArrayType createGeometryArray(domSourceReader  sourceReader, const
 VertexIndicesIndexMap  vertexIndicesIndexMap, int texcoordNum=-1) {
  const ArrayType * source = sourceReader.getArrayArrayType();
 -if (!source) return osg::Geometry::ArrayData();
 -ArrayType * pArray = new ArrayType;
 +if (!source) return 0;
 +ArrayType * pArray = new ArrayType(osg::Geometry::BIND_PER_VERTEX);
  for (VertexIndicesIndexMap::const_iterator it =
 vertexIndicesIndexMap.begin(), end = vertexIndicesIndexMap.end(); it
 != end; ++it) {
  int index = texcoordNum=0 ?
 it-first.texcoord_indices[texcoordNum] : it-first.getValue();
  if (index=0  static_castunsigned
 int(index)source-size()) pArray-push_back(source-at(index));
 @@ -809,17 +809,17 @@
  // Invalid data (index out of bounds)
  //LOG_WARN  ...
  //pArray-push_back(0);
 -return osg::Geometry::ArrayData();
 +return 0;
  }
  }
 -return osg::Geometry::ArrayData(pArray,
 osg::Geometry::BIND_PER_VERTEX);
 +return pArray;
  }


  template class ArrayTypeSingle, class ArrayTypeDouble, int Value
 -inline osg::Geometry::ArrayData createGeometryData(domSourceReader 
 sourceReader, const VertexIndicesIndexMap  vertexIndicesIndexMap,
 bool useDoublePrecision, int texcoordNum=-1) {
 -if (useDoublePrecision) return
 createGeometryDataArrayTypeDouble, Value(sourceReader,
 vertexIndicesIndexMap, texcoordNum);
 -elsereturn
 createGeometryDataArrayTypeSingle, Value(sourceReader,
 vertexIndicesIndexMap, texcoordNum);
 +inline osg::Array* createGeometryArray(domSourceReader 
 sourceReader, const VertexIndicesIndexMap  vertexIndicesIndexMap,
 bool useDoublePrecision, int texcoordNum=-1) {
 +if (useDoublePrecision) return
 createGeometryArrayArrayTypeDouble, Value(sourceReader,
 vertexIndicesIndexMap, texcoordNum);
 +elsereturn
 createGeometryArrayArrayTypeSingle, Value(sourceReader,
 vertexIndicesIndexMap, texcoordNum);
  }


 @@ -919,28 +919,28 @@

  // Vertices
  {
 -osg::Geometry::ArrayData arrayData(
 createGeometryDataosg::Vec3Array, osg::Vec3dArray,
 VertexIndices::POSITION(sources[position_source],
 vertexIndicesIndexMap, readDoubleVertices) );
 -if (arrayData.array.valid())
 +osg::ref_ptrosg::Array array(
 createGeometryArrayosg::Vec3Array, osg::Vec3dArray,
 VertexIndices::POSITION(sources[position_source],
 vertexIndicesIndexMap, readDoubleVertices) );
 +if (array.valid())
  {
 -geometry-setVertexData(arrayData);
 +geometry-setVertexArray

Re: [osg-users] Important: New SVN repository URL

2013-05-02 Thread Mathieu MARACHE
Well strangely this commit was on github before I changed the url in the
.git/config so I considered it as a false positive :-)

--
Mathieu


On 30 April 2013 20:30, Jan Ciger jan.ci...@gmail.com wrote:

 On 04/30/2013 07:09 PM, Mathieu MARACHE wrote:

 Not sure now, I would need a commit in one of the new repositories to
 verify

 --
 Mathieu


 Hello,

 I have checked the SVN and the last commit I have is this:

 r13375 | robert | 2013-04-26 12:00:16 +0200 (Fri, 26 Apr 2013) | 2 lines
 As a test of new repository updated date in README.txt

 And I can see the same commit on Github:
 https://github.com/**openscenegraph/osg/commit/**
 bd81d966c54e45894631cb1fc5d502**080f6599f9https://github.com/openscenegraph/osg/commit/bd81d966c54e45894631cb1fc5d502080f6599f9

 So I guess it is working?

 Regards,


 Jan
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Re: [osg-users] Important: New SVN repository URL

2013-05-02 Thread Mathieu MARACHE
I'll try this when there is a new commit in case it fails to do the mirror

--
Mathieu


On 2 May 2013 11:34, Jordi Torres jtorresfa...@gmail.com wrote:

 Hi Mathieu,

 Sorry for the late reply. The repository is the same, but with different
 URL, it is not a new repository. Robert did a commit test when the two
 URL's were active. So yes it was a false positive.

 Did you try this?[1] It seems the same we are looking for...

 [1]http://theadmin.org/articles/git-svn-switch-to-a-different-a-svn-url/

 Cheers


 2013/5/2 Mathieu MARACHE mathieu.mara...@gmail.com

 Well strangely this commit was on github before I changed the url in the
 .git/config so I considered it as a false positive :-)

 --
 Mathieu


 On 30 April 2013 20:30, Jan Ciger jan.ci...@gmail.com wrote:

 On 04/30/2013 07:09 PM, Mathieu MARACHE wrote:

 Not sure now, I would need a commit in one of the new repositories to
 verify

 --
 Mathieu


 Hello,

 I have checked the SVN and the last commit I have is this:

 r13375 | robert | 2013-04-26 12:00:16 +0200 (Fri, 26 Apr 2013) | 2 lines
 As a test of new repository updated date in README.txt

 And I can see the same commit on Github:
 https://github.com/**openscenegraph/osg/commit/**
 bd81d966c54e45894631cb1fc5d502**080f6599f9https://github.com/openscenegraph/osg/commit/bd81d966c54e45894631cb1fc5d502080f6599f9

 So I guess it is working?

 Regards,


 Jan
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Re: [osg-users] Important: New SVN repository URL

2013-04-30 Thread Mathieu MARACHE
Hi Jordi, Robert and all concerned by git mirrors,

The git mirrors are not able to migrate to this new repositories URLs. git
svn switch does not exist and googled solutions didn't work unfortunately...

I'm facing a difficult choice. Either these mirrors are useful to other
people (than me) or not. If not I will delete them. If they are useful, the
best solution I can think of is to re-create them, thus rewriting current
history (commits id will be different). Rewriting history is never a good
thing...

Any thoughts or comments ?

Regards,
Mathieu

--
Mathieu


On 26 April 2013 16:58, Jordi Torres jtorresfa...@gmail.com wrote:

 Hi osg-ers

 Due to the changes done in order to set the new Joomla site as the main
 OpenSceneGraph web, we have had to change the URL of the svn server.
 OpenScenenGraph sources are now athttp://svn.openscenegraph.org/osg/.

 To download the sources:

 svn checkout 
 http://svn.openscenegraph.org/osg/OpenSceneGraph/trunkOpenSceneGraph

 Probably you may want to relocate your sources instead of download and
 recompiling them. Just do a svn switch and it should work:

 svn switch --relocate
 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk
 http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk

 The same applies to the VirtualPlanetBuilder sources. The new repository
 is at http://svn.openscenegraph.org/VirtualPlanetBuilder/

 svn checkout 
 http://svn.openscenegraph.org/VirtualPlanetBuilder/trunk/VirtualPlanetBuilder

 And to the OpenScenenGraph-Data

 svn checkout http://svn.openscenegraph.org/osg/OpenSceneGraph-Data/trunk/

 If you are in windows and using TortoiseSVN it has a relocate option to
 avoid downloading the sources again.

 Sorry for the inconvenience

 --
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Re: [osg-users] Important: New SVN repository URL

2013-04-30 Thread Mathieu MARACHE
On 30 April 2013 18:59, Jan Ciger jan.ci...@gmail.com wrote:



 On Tue, Apr 30, 2013 at 6:46 PM, Mathieu MARACHE 
 mathieu.mara...@gmail.com wrote:

 Hi Jordi, Robert and all concerned by git mirrors,

 The git mirrors are not able to migrate to this new repositories URLs.
 git svn switch does not exist and googled solutions didn't work
 unfortunately...

 I'm facing a difficult choice. Either these mirrors are useful to other
 people (than me) or not. If not I will delete them. If they are useful, the
 best solution I can think of is to re-create them, thus rewriting current
 history (commits id will be different). Rewriting history is never a good
 thing...

 Any thoughts or comments ?


 Oops, I am certainly using the git mirror on Github, it is often lot
 faster than the SVN repo.
 Isn't it possible to simply change where the repo is pointing by editing
 the .git/config file? I haven't tried that with git svn, but I imagine that
 shouldn't cause too much trouble.


Unfortunately not, it didn't work...

--
Mathieu




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Re: [osg-users] Important: New SVN repository URL

2013-04-30 Thread Mathieu MARACHE
Not sure now, I would need a commit in one of the new repositories to verify

--
Mathieu


On 30 April 2013 19:02, Mathieu MARACHE mathieu.mara...@gmail.com wrote:

 On 30 April 2013 18:59, Jan Ciger jan.ci...@gmail.com wrote:



 On Tue, Apr 30, 2013 at 6:46 PM, Mathieu MARACHE 
 mathieu.mara...@gmail.com wrote:

 Hi Jordi, Robert and all concerned by git mirrors,

 The git mirrors are not able to migrate to this new repositories URLs.
 git svn switch does not exist and googled solutions didn't work
 unfortunately...

 I'm facing a difficult choice. Either these mirrors are useful to other
 people (than me) or not. If not I will delete them. If they are useful, the
 best solution I can think of is to re-create them, thus rewriting current
 history (commits id will be different). Rewriting history is never a good
 thing...

 Any thoughts or comments ?


 Oops, I am certainly using the git mirror on Github, it is often lot
 faster than the SVN repo.
 Isn't it possible to simply change where the repo is pointing by editing
 the .git/config file? I haven't tried that with git svn, but I imagine that
 shouldn't cause too much trouble.


 Unfortunately not, it didn't work...

 --
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 Jan


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Re: [osg-users] [build] pdb install

2012-10-15 Thread Mathieu MARACHE
Hi Gianni,

My modifications were against latest release... You will need to tweak
my modifications to get the location of the current binary dir instead
of the location of the dll file.
HTH
--
Mathieu


On 11 October 2012 19:21, Gianni Ambrosio ga...@vi-grade.com wrote:
 Hi Mathieu,
 unfortunately I get the error:

 CMake Error at src/osg/cmake_install.cmake:40 (FILE):
   file INSTALL cannot find C:/Documents and Settings/gambr/Local
   Settings/Temp/tmpm-mnkd/OpenSceneGraph-2.9.14/bin/osg75-osgd.pdb.

 while the pdb is in:

 C:\Documents and Settings\gambr\Local 
 Settings\Temp\tmpm-mnkd\OpenSceneGraph-2.9.14\src\osg\osg75-osgd.pdb

 Any idea?

 Regards,
 Gianni

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Re: [osg-users] [build] pdb install

2012-10-15 Thread Mathieu MARACHE
This depends if they are considered ok by Robert (when he's back from
holidays). But I would bet on it.
--
Mathieu


On 15 October 2012 09:44, Gianni Ambrosio ga...@vi-grade.com wrote:
 OK, Mathieu, I supposed there were no so much differences between 2.9.14 and 
 latest. Anyway, thank you for the suggestions.
 Will your modifications be available from now on in OSG releases?

 Regards,
 Gianni

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Re: [osg-users] [build] pdb install

2012-10-09 Thread Mathieu MARACHE
We have some simple modifications at work, I can provide them on
thursday if you still need them ?
--
Mathieu


On 8 October 2012 09:37, Gianni Ambrosio ga...@vi-grade.com wrote:
 Hi All,
 is there a way to install pdb files in the same directory of the dlls? if 
 not, could you please help me in finding the right cmake file to modify?

 Regards,
 Gianni

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Re: [osg-users] Git Mirror out of date

2012-09-13 Thread Mathieu MARACHE
back on track
--
Mathieu


On 13 September 2012 10:07, Jordi Torres jtorresfa...@gmail.com wrote:
 It seems that the Git mirror (https://github.com/openscenegraph) is out of
 date at this moment. The last commit in the mirror is of 8 days ago while in
 the osg svn is from yesterday. Any Idea of what is going on?
 Say to me if I can help.

 Cheers.


 --
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 http://gvsig3d.blogspot.com
 Instituto de Automática e Informática Industrial
 http://www.ai2.upv.es

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Re: [osg-users] OSG website unresponsive

2012-01-16 Thread Mathieu MARACHE
Hi Reobert,
openscenegraph is a user I created, there is no osg project on github :-)
--
Mathieu



On 13 January 2012 20:16, Robert Osfield robert.osfi...@gmail.com wrote:
 HI Mathieu,

 On 13 January 2012 17:29, Mathieu MARACHE math...@marache.com wrote:
 Sure, I'll create the mirror for
 http://www.openscenegraph.org/svn/VirtualPlanetBuilder, add it to the
 openscenegraph I created on github, and transfer the ownership of the
 project when you want to do the transition from svn to git.

 I'd be inclined to suggest that creating a new project for
 VirtualPlanetBuilder would be more appropriate than nesting t within
 osg.  I'll lean a bit more about git and github and if I get brave
 I'll create a VPB project and see if I can import from svn.  I don't
 think that a mirror of existing svn won't be required as I can
 probably just move wholesale across.

 Robert.
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Re: [osg-users] OSG website unresponsive

2012-01-13 Thread Mathieu MARACHE
Hi Robert,

Sure, I'll create the mirror for
http://www.openscenegraph.org/svn/VirtualPlanetBuilder, add it to the
openscenegraph I created on github, and transfer the ownership of the
project when you want to do the transition from svn to git.
--
Mathieu



On 13 January 2012 16:53, Robert Osfield robert.osfi...@gmail.com wrote:
 Hi Mathieu,

 On 11 January 2012 18:01, Mathieu MARACHE math...@marache.com wrote:
 I used git before our internal repo moved from subversion to git, with
 git-svn that allows to commit back to a svn repo, here is a page that
 explains the process :
 http://www.codeography.com/2010/03/17/howto-mirror-git-to-subversion.html

 Thanks for the link.

 I've now subscribe to github, my username is robertsofield.

 Over the next couple of weeks I'll work on clearing the
 osg-submissions backlog to the present svn repository and learn git a
 little at the same time, then we can look at the possibility of moving
 OpenSceneGraph across as using github as the main repository.  It
 might be sensible to try out moving VirtualPlanetBuilder across first
 as it's smaller code and userbase wise.

 Thoughts?
 Robert.
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Re: [osg-users] OSG website unresponsive

2012-01-11 Thread Mathieu MARACHE
For info,

I used git before our internal repo moved from subversion to git, with
git-svn that allows to commit back to a svn repo, here is a page that
explains the process :
http://www.codeography.com/2010/03/17/howto-mirror-git-to-subversion.html
HTH
--
Mathieu



On 10 January 2012 10:57, Robert Osfield robert.osfi...@gmail.com wrote:
 Hi All,

 On the version control front I've sought feedback on the various
 contenders and git looks to be the one of the best combinations for
 our needs.  I don't think we need to go on debating the topic further
 as we've debated it plenty of the years.

 I'm curious, are their scripts available for subversion for keeping a
 svn repository in sync with a git one, in the same way that the
 current osg github repository is kept in sync with the osg one.   I'm
 in two minds about whether we should attempt such a mirror, but if
 it's possible and desired by the community then it's something we
 consider as trying to support during the transition.

 In terms of commits I we'll just need to have a drop dead date for the
 existing subversion repository beyond which all commits then happen to
 the git repository.  I would suggest that I complete the merges of the
 current pending submissions to the existing svn repository make a dev
 release then transfer across.

 I'll get myself a github account and start learning about it.
 However, I'm still deep in doing office admin work that I've been
 putting aside for many months so I need to clear this backlog first.

 Robert.
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Re: [osg-users] OSG website unresponsive

2012-01-09 Thread Mathieu MARACHE
Following up to myself :-)

So for the record, here is a sample of the wiki that I made just to
experiment :
http://openscenegraph.github.com/

two repositories are in sync with the svn repos :
- https://github.com/openscenegraph/osg for osg source code
- https://github.com/openscenegraph/osg-data for the data

HTH
--
Mathieu



On 9 January 2012 08:56, Mathieu MARACHE math...@marache.com wrote:
 Hi all,

 Sorry for the late answer, I created and maintained the github
 openscenegraph mirror account since Mar 01, 2010.

 At the time I even created a page to explain howto get the code via
 git on the main osg site (like the svn page)... We should be able to
 dig it from osg website archive in case...

 I'm ok to pass the ownership of this account to Robert if needed. I
 currently have a cronjob that tracks the svn source repository and
 commits back to the github mirror. I tracked trunk, 2.8 and 3.0
 branches specifically.

 Since this is a mirror I wouldn't commit to it in parallel of the
 subversion repository. This should only be considered as a read-only
 mirror or a full replacement of the subversion repo...

 I've been using github (like many many users) for a long time and
 found it to be reliable and git is more than a successful successor to
 svn. (IMHO :) ). It has also the possibility to host wikis and the
 pull request feature is quite a nice way top integrate external
 submissions (although much different than Roberts actual process).

 --
 Mathieu



 On 6 January 2012 10:42, Stephan Huber ratzf...@digitalmind.de wrote:
 Am 05.01.12 17:42, schrieb Robert Osfield:
 A question to yourself and everyone else - what wiki's would be best?
 Mediawiki?

 I don't have much experience with wiki's outside the OSG's website
 onces so would very much welcome feedback from others that have
 maintained and contributed to other wiki's.

 I used DokuWiki[1] in the past, and it works as advertised. It's
 file-based, easy to set up and stable in usage.


 cheers,
 Stephan


 [1] http://dokuwiki.org
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Re: [osg-users] OSG website unresponsive

2012-01-09 Thread Mathieu MARACHE
git-extensions is my choice of tools (based on msysgit)
http://code.google.com/p/gitextensions/
my 0.02€ :-)
--
Mathieu



On 9 January 2012 18:45, Jean-Sébastien Guay jean_...@videotron.ca wrote:
 Hi Chris,


   We could go on at length about why Git or Hg are superior to each
 other, and SVN, but
 IMHG, Hg definitely has a lot better non-Linux support.


 For Windows, there is the excellent Tortoisegit

 http://code.google.com/p/tortoisegit/


 I think that's the crux of the issue, what clients are available.
 Tortoisegit works well, I've used it in the recent past. Sure, you have to
 install msysgit to be able to use it, so you have some unix on windows
 tools installed on your system, which some people may dislike. But once the
 initial install is done, you can just forget you have msysgit installed at
 all, and use tortoisegit, and it's similar to tortoisesvn.

 I've used this in the recent past and it's worked well for me, but I can't
 compare to mercurial as I haven't used it first hand. But I think it'll
 probably be similar, so if there's already some infrastructure support on
 github (and I really like the interface that site has) then it'll probably
 be a good choice.

 That being said, I don't think there is a wrong choice...

 J-S
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Re: [osg-users] OSG website unresponsive

2012-01-08 Thread Mathieu MARACHE
Hi all,

Sorry for the late answer, I created and maintained the github
openscenegraph mirror account since Mar 01, 2010.

At the time I even created a page to explain howto get the code via
git on the main osg site (like the svn page)... We should be able to
dig it from osg website archive in case...

I'm ok to pass the ownership of this account to Robert if needed. I
currently have a cronjob that tracks the svn source repository and
commits back to the github mirror. I tracked trunk, 2.8 and 3.0
branches specifically.

Since this is a mirror I wouldn't commit to it in parallel of the
subversion repository. This should only be considered as a read-only
mirror or a full replacement of the subversion repo...

I've been using github (like many many users) for a long time and
found it to be reliable and git is more than a successful successor to
svn. (IMHO :) ). It has also the possibility to host wikis and the
pull request feature is quite a nice way top integrate external
submissions (although much different than Roberts actual process).

--
Mathieu



On 6 January 2012 10:42, Stephan Huber ratzf...@digitalmind.de wrote:
 Am 05.01.12 17:42, schrieb Robert Osfield:
 A question to yourself and everyone else - what wiki's would be best?
 Mediawiki?

 I don't have much experience with wiki's outside the OSG's website
 onces so would very much welcome feedback from others that have
 maintained and contributed to other wiki's.

 I used DokuWiki[1] in the past, and it works as advertised. It's
 file-based, easy to set up and stable in usage.


 cheers,
 Stephan


 [1] http://dokuwiki.org
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Re: [osg-users] OSG ActiveX + IFC - looking for developer

2010-11-09 Thread Mathieu MARACHE
No I'm sorry I don't.

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On 5 November 2010 13:58, Zdravko Clarion user.clar...@gmail.com wrote:
 Hi,

 Do you/your company have any clue about time when you will know something 
 about distribution?

 Thank you!

 Cheers,
 Zdravko

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Re: [osg-users] OSG ActiveX + IFC - looking for developer

2010-11-02 Thread Mathieu MARACHE
Hi,

On 29 October 2010 17:03, Chris 'Xenon' Hanson xe...@alphapixel.com wrote:
  I spoke to the person I'd previously been contacted by, concerning the IFC 
 loader. They
 have not moved forward on the project yet, so as far as I know, there is not 
 an IFC loader
 project for OSG.

There is at least a closed source one I know about. The main issue is
in handling the CSG part in the IFC geometrical definitions.

Regards,
Mathieu
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Re: [osg-users] OSG on IPhone

2010-07-29 Thread Mathieu Marache

Hi Stephan and Florian,

Le 27 juil. 10 à 10:23, Stephan Huber a écrit :


Hi Florian,

Am 23.07.10 18:25, schrieb Florian Kolbe:

Hi,
 I am very delighted to see that the porting is making progress,  
and I would like to contribute. Here are my experiences so far:


I did the following to get the code:


Code:
git clone http://github.com/stmh/osg.git
cd osg
git branch -a
git checkout remotes/origin/iphone


i am by no means a git expert, I used the tutorial at
http://www.openscenegraph.org/projects/osg/wiki/Downloads/GIT to get  
the

source.

This should work, too:
git clone git://github.com/stmh/osg.git
git pull origin iphone


2. The XCode Project is referencing files from osgIntrospection  
which are all missing?


I removed them, as osgIntrospection is deprecated.

3. Can it be built for the Simulator? Trying to build for Simulator  
4.0 I get compile errors apparently because struct stat64 is  
unknown. There is some logic whether to #define stat64 stat but  
it seems to fail? (using 10.4)


Yes, my test builds for the simulator went fine. Don't know, what the
problem is. What system are you using for development, what
xcode-version etc.?

The mentioned code compiles cleanly on my end.


4. Project tries to build freetype Plugin.

Code:
osg.git/osg/IPhone_Project/../src/osgPlugins/freetype/ 
FreeTypeFont.h:19:0 Ft2build.h: No such file or directory in /Users/ 
fke/osg.git/osg/IPhone_Project/../src/osgPlugins/freetype/ 
FreeTypeFont.h



The file IPhone_Project/3rdParty/lib/libFreeType_iphone_universal.a  
is there and 3rdparty/include/freetype2 also, but there seems to be  
a problem with wrong case? The file in the repository is:  
ft2build.h (but include-Statement says: Ft2build.h).


I did a file-wide search, and all includes are referring to
ft2build.h, I can't reproduce your problem on my end.

A. Is there a publically available issue tracker for OSG and/or OSG  
on iOS ?


Not yet. Just use this list for reporting bugs and issues, as the  
demand

for an iphone-port is relative low.

B. Should we open a List (in terms of forum structure) specifically  
for iOS support?


If the traffic increases perhaps yes.


C. How is the process for submitting code changes to the iOS branch?


As I am currently maintaining this fork alone, feel free to send  
them to

me (as whole files, see the osg-submissions-protocol on the website).

I haven't wrapped my head around git and github enough, but there's a
good chance that you can fork the osg repository, apply the patches  
and

send them back to me to integrate them into the repository in an
automated way. Perhaps someone with more knowledge can shed some  
light here.


The best way would be to fork on github and then clone your fork  
locally, push your changes back to github (covered here : http://help.github.com/forking 
 ) and then ask for a pull request in the github interface (button  
next to the fork one). One day this might even be the way everything  
goes back to the main osg repo.


HTH


I am currently busy with other projects, and I am doing the work on  
the

iphone-part only in my spare-time, so I am making less progress as I
want on this end.

cheers,

Stephan
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Re: [osg-users] need help with cmake / osg / os x / frameworks

2010-03-25 Thread Mathieu Marache

Hi Martin, Stephan,

I've had a chance to finally look at your contribution and looking at  
CMake's internals I found out that if one want's a file to be placed  
into the MACOSX_FRAMEWORK_LOCATION it must neither be a PUBLIC_HEADER,  
PRIVATE_HEADER nor a RESOURCE.


I modified osgViewer's CMakeLists.txt accordingly and it works for me  
(I have CMake 2.8 btw).


See the changeset on my git clone : 
http://github.com/mathieu/osg/commit/ed5aefc9ec062df70957c72e655cb1388b4a1557

And the attached file.

If you could test it on your side ?

Le 24 mars 10 à 18:01, Stephan Maximilian Huber a écrit :


Hi Martins,
Am 24.03.10 16:03, schrieb Martins Innus:


  Have you made any progress on this?  I tried your files and got
similar behavior with respect to the osgViewer headers in the
framework.  Although I don't even get an api directory in

osgViewer.framework/headers/

Let me know if you have any news files to test.  I'll continue to  
dig on

this end.


Unfortunately no progress made on my end. If I have some spare-time  
this
or next week I'll subscribe to the cmake-mailing list and ask for  
help.


cheers,
Stephan


HTH
Mathieu

# FIXME: For OS X, need flag for Framework or dylib
IF(DYNAMIC_OPENSCENEGRAPH)
ADD_DEFINITIONS(-DOSGVIEWER_LIBRARY)
ELSE()
ADD_DEFINITIONS(-DOSG_LIBRARY_STATIC)
ENDIF()

SET(LIB_NAME osgViewer)

SET(HEADER_PATH ${OpenSceneGraph_SOURCE_DIR}/include/${LIB_NAME})
SET(LIB_PUBLIC_HEADERS
${HEADER_PATH}/CompositeViewer
${HEADER_PATH}/Export
${HEADER_PATH}/GraphicsWindow
${HEADER_PATH}/Renderer
${HEADER_PATH}/Scene
${HEADER_PATH}/Version
${HEADER_PATH}/View
${HEADER_PATH}/Viewer
${HEADER_PATH}/ViewerBase
${HEADER_PATH}/ViewerEventHandlers
)

SET(LIB_COMMON_FILES
CompositeViewer.cpp
HelpHandler.cpp
Renderer.cpp
Scene.cpp
ScreenCaptureHandler.cpp
StatsHandler.cpp
Version.cpp
View.cpp
Viewer.cpp
ViewerBase.cpp
ViewerEventHandlers.cpp
${OPENSCENEGRAPH_VERSIONINFO_RC}
)

SET(LIB_EXTRA_LIBS)

IF(WIN32)
#
# Enable workaround for OpenGL driver issues when used in 
multithreaded/multiscreen with NVidia drivers on Windows XP 
# For example: osgviewer dumptruck.osg was showing total garbage (screen 
looked like shattered, splashed hedgehog) 
# There were also serious issues with render to texture cameras.
# Workaround repeats makeCurrentContext call as it was found that this 
causes the problems to dissapear.
#
OPTION(OSG_MULTIMONITOR_MULTITHREAD_WIN32_NVIDIA_WORKAROUND Set to ON if 
you have NVidia board and drivers earlier than 177.92 ver OFF)
MARK_AS_ADVANCED(OSG_MULTIMONITOR_MULTITHREAD_WIN32_NVIDIA_WORKAROUND)
IF(OSG_MULTIMONITOR_MULTITHREAD_WIN32_NVIDIA_WORKAROUND)
ADD_DEFINITIONS(-DOSG_MULTIMONITOR_MULTITHREAD_WIN32_NVIDIA_WORKAROUND)
ENDIF()

SET(LIB_PUBLIC_HEADERS ${LIB_PUBLIC_HEADERS}
${HEADER_PATH}/api/Win32/GraphicsHandleWin32
${HEADER_PATH}/api/Win32/GraphicsWindowWin32
${HEADER_PATH}/api/Win32/PixelBufferWin32
)

SET(LIB_COMMON_FILES ${LIB_COMMON_FILES} 
GraphicsWindowWin32.cpp
PixelBufferWin32.cpp
)
ELSE()
IF(APPLE)
SET(OSG_WINDOWING_SYSTEM Carbon CACHE STRING Windowing system type 
for graphics window creation, options Carbon, Cocoa or X11.)
ELSE()
SET(OSG_WINDOWING_SYSTEM X11 CACHE STRING Windowing system type for 
graphics window creation. options only X11)
ENDIF()

IF(${OSG_WINDOWING_SYSTEM} STREQUAL Cocoa)
ADD_DEFINITIONS(-DUSE_DARWIN_COCOA_IMPLEMENTATION)

IF(OSG_COMPILE_FRAMEWORKS)
   SET(LIB_COMMON_FILES ${LIB_COMMON_FILES} 
 ${HEADER_PATH}/api/Cocoa/GraphicsHandleCocoa
 ${HEADER_PATH}/api/Cocoa/GraphicsWindowCocoa
 ${HEADER_PATH}/api/Cocoa/PixelBufferCocoa
 )
SET_PROPERTY(SOURCE ${HEADER_PATH}/api/Cocoa/GraphicsHandleCocoa 
PROPERTY MACOSX_PACKAGE_LOCATION Headers/api/Cocoa) 
SET_PROPERTY(SOURCE ${HEADER_PATH}/api/Cocoa/GraphicsWindowCocoa 
PROPERTY MACOSX_PACKAGE_LOCATION Headers/api/Cocoa)
SET_PROPERTY(SOURCE ${HEADER_PATH}/api/Cocoa/PixelBufferCocoa 
PROPERTY MACOSX_PACKAGE_LOCATION Headers/api/Cocoa)
ELSE()
SET(LIB_PUBLIC_HEADERS ${LIB_PUBLIC_HEADERS} 
${HEADER_PATH}/api/Cocoa/GraphicsHandleCocoa
${HEADER_PATH}/api/Cocoa/GraphicsWindowCocoa
${HEADER_PATH}/api/Cocoa/PixelBufferCocoa
)
ENDIF()  
  
SET(LIB_COMMON_FILES ${LIB_COMMON_FILES} 
GraphicsWindowCocoa.mm
DarwinUtils.h
DarwinUtils.mm
PixelBufferCocoa.mm
)
SET(LIB_EXTRA_LIBS ${COCOA_LIBRARY} ${LIB_EXTRA_LIBS})
ELSEIF(${OSG_WINDOWING_SYSTEM} STREQUAL Carbon)
ADD_DEFINITIONS(-DUSE_DARWIN_CARBON_IMPLEMENTATION) 

IF(OSG_COMPILE_FRAMEWORKS)
   SET(LIB_COMMON_FILES 

Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-03-05 Thread Mathieu Marache

Hi Cédric,

I've setup a page on the wiki to describe as much as I could howto use  
a git repo : http://www.openscenegraph.org/projects/osg/wiki/Downloads/GIT


Maybe you could set up a page to explain Hg processes ?

Regards,
Mathieu

Le 5 mars 10 à 09:42, Cedric Pinson a écrit :



Hi Robert,

You can have an example of mercurial tree i use that is accessible on
the web.

http://hg.plopbyte.net/osg-trunk

get a clone to test it
hg clone http://hg.plopbyte.net/osg-trunk


Cheers
Cedric
--
Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net



On Thu, 2010-02-25 at 10:19 +, Robert Osfield wrote:

Hi All,

And another little thought that we might be able to improve up when
migrating to a new DVCS, - authors of changes.  Right now I do a  
From

FirstName SecondName, details in all submissions, then use
osgversions -R ChangeLog to parse out the authors, and make any typo
corrections made to FirstName SecondName that might have been made,  
as

well as pick out authors names from a time when I hadn't yet adopted
the From scheme.  It kinda works but it's hacky.

It'd be good to have the authors names formally assigned to
submissions, this is all made a bit more awkward but the fact that a
maintainer who's not the original author will be doing the formal
commit to the main repo.  Actually knowing who the original author  
and

the maintainer who did the review and merge is useful.  Is this
possible?

When importing the subversion history it'd be good to sort out the  
old
submissions to have the authors assigned from formally (ideally  
typo's

fixed :-).  I don't doubt this is a job that could be partly
automated, but will still require quite a bit of human review and
editoring.   The hacks in osgversion to compenstate for the typo's
might be help here.

Thoughts?
Robert.


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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-27 Thread Mathieu MARACHE
Hi Bruce,

Le 26 févr. 2010 à 22:55, Bruce Wheaton br...@spearmorgan.com a
écrit :

 On Feb 26, 2010, at 12:38 PM, Mathieu Marache wrote:

 Speaking of which, here's my 2c. Git is designed to address the
 exact problems discussed in this thread - it allows contributors
 to safely develop parallel branches and 'grown-ups' to merge
 selected branches with the main branch, and it has great support
 for tags and full releases, *but* it's way harder for the dabbler
 to work on some features but try to keep up to date with an
 ongoing flow of many changes. For instance, if I were working on
 ImageStreams, and had occasional small fixes, but also wanted to
 keep up to date with the 'head' branch, I'd expect to have a lot
 of merge problems when I update - I do have with another project
 that has moved to Git.

 I'm confused. DCVS tools should ease this process (or at least they
 all claim it loud). It would be grand if you could be more precise
 in your description of the process. Because it looks like this
 could be a show stopper...

 I'm not sure it would be a show stopper. For the regular full-on
 updaters - who I believe we're trying to reduce the strain on right
 now - there's great tools for merging branches and making new ones
 etc. For the beginner or straightforward user, getting a full
 checkout of a tagged release is easy enough.

 It's just the in between users - those who tend to make a few
 tweaks, and/or would like to stay current that will have to work a
 bit harder.

 In essence, the problem seems to be that Git always regards your
 local work - which is a real repo, as sacrosanct, and you can't tell
 it to ignore your noodlings and overwrite it with the lovely fresh
 code from the master branch. If you try, by accident, then auto-
 merges tend to fail (in my experience) and you end up with a hung
 repo that's between one state and another. You then, in theory would
 go by hand and merge things and execute some magic to tell Git that.
 In the particular project I dealt with it, this included a huge
 amalgamated C++ file that would be suicidal to try to merge by hand.

 I also find that the failed merges fills files with  mine
 type stuff, and double copies of things (mine/theirs in one file)
 that make diffs very hard. The solution seems to be to make branches
 very often, so you can revert them or switch away from them. I think
 they're enforcing what they believe to be the correct behaviour. It
 was Linus that made it, after all. They actually removed an old
 merge strategy of 'prefer theirs', god bless 'em.

 I sometimes solve it with a forced update/switch trick, but it
 always feels like a bodge.

 I still think making the change will help - it's obvious the load on
 one developer is unfair, and I'd prefer it be Git, but I wanted to
 warn people it's not as seamless a change as it might seem from the
 ease of importing svn.

Thanks a lot for taking the time to explain this in more details. I am
one of those 'in between' users and have a few tweaks that I need to
survive osg update. As of today I have to use the vendor branch
technique in svn to reduce the pain, but then I only use tagged
developper releases not the regular trunk. I'm

 Bruce


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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-27 Thread Mathieu MARACHE
Continuing :)

On Saturday, February 27, 2010, Mathieu MARACHE
mathieu.mara...@gmail.com wrote:
 Hi Bruce,

 Le 26 févr. 2010 à 22:55, Bruce Wheaton br...@spearmorgan.com a
 écrit :

 On Feb 26, 2010, at 12:38 PM, Mathieu Marache wrote:

 Speaking of which, here's my 2c. Git is designed to address the
 exact problems discussed in this thread - it allows contributors
 to safely develop parallel branches and 'grown-ups' to merge
 selected branches with the main branch, and it has great support
 for tags and full releases, *but* it's way harder for the dabbler
 to work on some features but try to keep up to date with an
 ongoing flow of many changes. For instance, if I were working on
 ImageStreams, and had occasional small fixes, but also wanted to
 keep up to date with the 'head' branch, I'd expect to have a lot
 of merge problems when I update - I do have with another project
 that has moved to Git.

 I'm confused. DCVS tools should ease this process (or at least they
 all claim it loud). It would be grand if you could be more precise
 in your description of the process. Because it looks like this
 could be a show stopper...

 I'm not sure it would be a show stopper. For the regular full-on
 updaters - who I believe we're trying to reduce the strain on right
 now - there's great tools for merging branches and making new ones
 etc. For the beginner or straightforward user, getting a full
 checkout of a tagged release is easy enough.

 It's just the in between users - those who tend to make a few
 tweaks, and/or would like to stay current that will have to work a
 bit harder.

 In essence, the problem seems to be that Git always regards your
 local work - which is a real repo, as sacrosanct, and you can't tell
 it to ignore your noodlings and overwrite it with the lovely fresh
 code from the master branch. If you try, by accident, then auto-
 merges tend to fail (in my experience) and you end up with a hung
 repo that's between one state and another. You then, in theory would
 go by hand and merge things and execute some magic to tell Git that.
 In the particular project I dealt with it, this included a huge
 amalgamated C++ file that would be suicidal to try to merge by hand.

 I also find that the failed merges fills files with  mine
 type stuff, and double copies of things (mine/theirs in one file)
 that make diffs very hard. The solution seems to be to make branches
 very often, so you can revert them or switch away from them. I think
 they're enforcing what they believe to be the correct behaviour. It
 was Linus that made it, after all. They actually removed an old
 merge strategy of 'prefer theirs', god bless 'em.

 I sometimes solve it with a forced update/switch trick, but it
 always feels like a bodge.

 I still think making the change will help - it's obvious the load on
 one developer is unfair, and I'd prefer it be Git, but I wanted to
 warn people it's not as seamless a change as it might seem from the
 ease of importing svn.

 Thanks a lot for taking the time to explain this in more details. I am
 one of those 'in between' users and have a few tweaks that I need to
 survive osg update. As of today I have to use the vendor branch
 technique in svn to reduce the pain, but then I only use tagged
 developper releases not the regular trunk. I'm

also looking for a process to handle my local tweaks against the
trunk. My goal is to make those tweaks suitable into a formal
submission. Working on this process would highlight one of the
scenario osg submitters need to follow using git.

I'm still waiting to be able to have write access to the wiki to
detail those scenarii, maybe I'll stick on github's in the meantime.

Mathieu

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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-26 Thread Mathieu MARACHE
Hi,

I didn't wait for github's hardcore importing Action and did it
myself. Here are the stats

86M svn-osg has trunk at r11124
71M git-osg has whole history r1~r11124 (4b825dc to 2e089ea)
34M git-osg/.git is the actual repository (what is stored server side)

One can see the git disk footprint is 18% less than the lastesy svn checkout.

Initial checkout times :
50s : svn-osg
1m 46s : git-osg

I then uploaded (pushed) to gitorious (the other one:) ) for public
seeing/cloning. Feel free to join :-)

http://gitorious.org/openscenegraph has git mirrors of :
 - OpenSceneGraph
 - OpenSceneGraph-Data
 - OpenSceneGraph-TrainingMaterials

All history/branches/tags were succesfully kept.

I will try to setup a cron job on my computer to mirror svn
modifications to these repositories

(I still don't have acces to osg's wiki edit, maybe Jose Luis is
enjoying is Holidays)
--
Mathieu
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On 25 February 2010 11:56, Mathieu MARACHE mathieu.mara...@gmail.com wrote:

 We will have to wait github's import to be formal, but the following article 
 gives some good scales :
 http://www.contextualdevelopment.com/logbook/git/large-projects

 I extracted some parts to illustrate :
 repository sizes for 15 years of FreeBSD's history
 CVS 1.7 GB
 SVN 3.9 GB
 Git 511 MB
 Working copy
 CVS 534 MB
 SVN 1.1 GB
 Git 995 MB
 Note that usually git has the best compression in the DVCS tools.

 So DCVS tools should consume less disk space than subversion and on top of 
 that have access to all the repository history locally...
 Mathieu
 Le 25 févr. 2010 à 11:03, Robert Osfield robert.osfi...@gmail.com a écrit :

 Hi All,

 Another little questions with more experience with git/mercurial - how big 
 does is local repository that users would have on their machines?  I presume 
 it'll be larger than a typically svn check out.

 Robert.


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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-26 Thread Mathieu Marache

Hi Robert,

Le 26 févr. 10 à 12:09, Robert Osfield a écrit :


Hi Mathieu,

I just did a checkout from gitorious and all went well so far.   
Interesting to see check-ins I've made today are even appearing in  
the list.  Is this your cron job automatically sync'ing with my  
checkins to svn/trunk?


Well it's not yet in my crontab but i'm testing the script so yes it  
can be automatic.


With this experiment, once it's completed will we be able to clean  
it up so that users don't end up confused about where to get the osg  
from?  Sourceforge won't remove the old openscenegraph project page,  
despite requests to do this, and I even get spam messages that are  
funnelled through the now defunct sourceforge mailings lists.  This  
makes me wary of relying upon 3rd party support for project resources.


Yes i've already created and deleted it several times now.

Also do you know the current state of play with tools under Windows  
and Mac w.r.t git?  This is an area where Mercurial is strong.


Mercurial had a head start but now things are even in terms of tools,  
both command line and graphical.


Windows :
 - command line with msysgit : 
http://msysgit.googlecode.com/files/Git-1.6.5.1-preview20091022.exe
 - explorer integration with TortoiseGit : 
http://code.google.com/p/tortoisegit/downloads/list

Mac :
 - git : http://code.google.com/p/git-osx-installer/downloads/list
 - gitk : comes in with git and is a graphical local repository browser
 - GitX (my fav app) : http://gitx.frim.nl/

Linux :
 - git : command line
sudo apt-get install git-core
 - gitk :  graphical local repository browser
sudo apt-get install gitk
 - git-gui : A Tcl/Tk based graphical user interface to Git
sudo apt-get install git-gui

HTH

Mathieu

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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-26 Thread Mathieu Marache

Hi Martin,

Le 26 févr. 10 à 18:17, Martin Beckett a écrit :



robertosfield wrote:

Could Windows and Mac users have a play with these tools.


TortoiseGIT is pretty much identical to TortoiseSVN

A couple of minor issues on windows.
TortoiseGIT requires a separate install of git - TortoiseSVN  
includes SVN.
The git tool on windows needs perl,tcl and a bunch of unix command  
line utils which are all included - but may clash with any other  
sets of unix tools from cygwin, msys or unixtools you already have  
installed.
You need to make sure git sees the correct version, but this might  
clash with any other unix-like servers you have installed


Thanks for the notice.

The tool also shows local files as changed if the only differ in end- 
of-line between the local system and the repository, there is  
probably a setting somewhere to control this.


Same kind of things happen with subversion too. Here's the 'control' :
git config core.autocrlf=true


One issue with the choice of repo.
On gitorius I can't find a way of submitting my changes. With github  
any body can sync their local git repo back to github, essentially  
creating a fork.


I've not set my mind on which to use... I'm already pushing to github  
and gitorious. But in the end only one should be used :

http://github.com/mathieu/OpenSceneGraph
http://gitorious.org/openscenegraph/osg

Mathieu

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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-26 Thread Mathieu Marache

Hi Bruce,

Le 26 févr. 10 à 17:43, Bruce Wheaton a écrit :

I've played with various tools on OS X, and the best I've found is  
SmartGIT, which is free for non-commercial use (and Java, so multi  
platform). I like it for this sort of thing since it also has some  
helper functions for users of projects like this.


Speaking of which, here's my 2c. Git is designed to address the  
exact problems discussed in this thread - it allows contributors to  
safely develop parallel branches and 'grown-ups' to merge selected  
branches with the main branch, and it has great support for tags and  
full releases, *but* it's way harder for the dabbler to work on some  
features but try to keep up to date with an ongoing flow of many  
changes. For instance, if I were working on ImageStreams, and had  
occasional small fixes, but also wanted to keep up to date with the  
'head' branch, I'd expect to have a lot of merge problems when I  
update - I do have with another project that has moved to Git.


I'm confused. DCVS tools should ease this process (or at least they  
all claim it loud). It would be grand if you could be more precise in  
your description of the process. Because it looks like this could be a  
show stopper...


Regards,

Mathieu

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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-25 Thread Mathieu MARACHE
Hi,

Just a follow-up on http://github.com . PragProgs have a nice
screencast that shows github in action :
http://pragprog.com/screencasts/v-scgithub/insider-guide-to-github

The first five minutes are a showcase of the fancy stuff but then it
explains how to realliy use it. Nice to watch. The first episode is
free...

--
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On 23 February 2010 09:37, Mathieu Marache mathieu.mara...@gmail.com wrote:
 Hi Robert and al,

 [...]

 Spreading tasks and responsibility

 OK, how do we put all this discussion of submissions/knowledge and
 avoiding too much multi-tasking together in a form of solutions?  We'll I
 believe that specializing Knowledge and Responsibility go hand in hand with
 making more efficient use of each maintainer.  I am over stretched - I'm
 responsible for just too much code, and if I'm struggling then we can't
 expect anyone else to cope with trying to responsible with such a wide code
 base.   So ideally we want to let me concentrate my time and knowledge on a
 smaller set of the OSG code base, and if we are to expect others to step in
 it should be for them to take over responsibility for small sets of the OSG
 code base.

 Taking on small sets of the OSG base will help nurture the knowledge about
 that code and help them remain efficient - to avoid the maintainer from
 becoming overcome with the various tasks associated with it - user support,
 bug charaterisation and fixing, merging submissions, ongoing development.
  The type of sets of OSG code that a maintainer would be responsible for
 should be something that have a itch to scratch - something that is
 essential for their work, something they wrote or have been a major
 contributor to.

 For myself what parts of the OSG would it be easy for me to pass over
 without undue risk to project?  Well the OpenSceneGraph/examples would be
 one area.  OpenSceneGraph/applictions another.
  OpenSceneGraph/src/osgWrappers, OpenSceneGraph/src/osgPlugins/ - or small
 groups of the plugins,  The NodeKits.  Utility libraries like
 osgIntrospection would also be a good candidate, and possibly even moved out
 of the OSG core into a separate project completely.

 The only parts of the OSG that I would feel really uncomfortable about
 passing over would be the core libraries, osg, osgUtil, osgDB, osgViewer.
  OpenThreads is also core, but it's decoupled enough that it might be a
 reasonable candidate for others taking responsibility for.

 Full Responsibility is Full Responsibility, Half measures might as well be
 empty measures.

 Ideally for me I could just hand over complete responsibility for
 components of the OSG and then be able cast all responsibility for it myself
 away.  If I can do this I have one less thing to worry about and I can
 concentrate on those parts that need my expertise the most.   However, if I
 still need to retain knowledge and keep involved in ongoing maintenance then
 I'm still stuck with being spread too thing - still undermined too much by
 multi-tasking.

 The responsibility also extends to be around and active in the community
 for a good deal of the time, one has to take responsibility for answering
 questions on the mailing list/forum, doing testing, handling submissions,
 helping with getting dev and stable releases out.

 We are already some way there...

 Giving over responsibility to maintaining, merging submissions and doing
 ongoing support for components of the OSG already happens in a modest way.
  Cedric Pinson has svn write access to osgAnimation, and Paul Martz (and I
 think possibly Brede Johanson) has write access to
 src/osgPlugins/OpenFlight.  There has to be an occassional bit of coordinate
 between but so far I believe it has worked pretty well.  I'm certainly
 relieved not to have to worry about these components.

 Michael Platings was also granted write permission to the new FBX plugin,
 but alas hasn't yet been able to successfully check anything in which has
 certainly held back maintenance of this new component.  Sorting this out is
 beyond my skill set.  Perhaps Michael and Jose Luis can explain what they've
 tried so far.

 There is also write permission granted to Paul Martz, and I believe a
 couple of engineers to the svn/osg/branches portion of the OSG svn.  This
 enables others to maintain branches and make releases without my
 intervention.  As far as I'm aware Paul has been the only one to take up on
 doing maintenance on the branches, but even here most of the work on the
 branches and make minor point releases has been tackled by me.

 Is another version control system the way to go for more distributed
 development?

 This topic has been raised a couple of times over the last couple of years
 - version control systems like git and mercial are better set up of
 maintaining and merging separate branches.  I've tried merging branches
 using subversion and it's possible to make a real mess of it rather quickly
 if you

Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-25 Thread Mathieu MARACHE
We will have to wait github's import to be formal, but the following article
gives some good scales :
http://www.contextualdevelopment.com/logbook/git/large-projects

I extracted some parts to illustrate :
repository sizes for 15 years of FreeBSD's history
CVS1.7 GBSVN3.9 GBGit511 MB
Working copy
CVS534 MBSVN1.1 GBGit995 MB
Note that usually git has the best compression in the DVCS tools.

So DCVS tools should consume less disk space than subversion and on top of
that have access to all the repository history locally...

Mathieu

Le 25 févr. 2010 à 11:03, Robert Osfield robert.osfi...@gmail.com a
écrit :

Hi All,

Another little questions with more experience with git/mercurial - how big
does is local repository that users would have on their machines?  I presume
it'll be larger than a typically svn check out.

Robert.


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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-23 Thread Mathieu Marache

Hi Robert and al,

[...]


Spreading tasks and responsibility

OK, how do we put all this discussion of submissions/knowledge and  
avoiding too much multi-tasking together in a form of solutions?   
We'll I believe that specializing Knowledge and Responsibility go  
hand in hand with making more efficient use of each maintainer.  I  
am over stretched - I'm responsible for just too much code, and if  
I'm struggling then we can't expect anyone else to cope with trying  
to responsible with such a wide code base.   So ideally we want to  
let me concentrate my time and knowledge on a smaller set of the OSG  
code base, and if we are to expect others to step in it should be  
for them to take over responsibility for small sets of the OSG code  
base.


Taking on small sets of the OSG base will help nurture the knowledge  
about that code and help them remain efficient - to avoid the  
maintainer from becoming overcome with the various tasks associated  
with it - user support, bug charaterisation and fixing, merging  
submissions, ongoing development.  The type of sets of OSG code that  
a maintainer would be responsible for should be something that have  
a itch to scratch - something that is essential for their work,  
something they wrote or have been a major contributor to.


For myself what parts of the OSG would it be easy for me to pass  
over without undue risk to project?  Well the OpenSceneGraph/ 
examples would be one area.  OpenSceneGraph/applictions another.   
OpenSceneGraph/src/osgWrappers, OpenSceneGraph/src/osgPlugins/ - or  
small groups of the plugins,  The NodeKits.  Utility libraries like  
osgIntrospection would also be a good candidate, and possibly even  
moved out of the OSG core into a separate project completely.


The only parts of the OSG that I would feel really uncomfortable  
about passing over would be the core libraries, osg, osgUtil, osgDB,  
osgViewer.  OpenThreads is also core, but it's decoupled enough that  
it might be a reasonable candidate for others taking responsibility  
for.


Full Responsibility is Full Responsibility, Half measures might as  
well be empty measures.


Ideally for me I could just hand over complete responsibility for  
components of the OSG and then be able cast all responsibility for  
it myself away.  If I can do this I have one less thing to worry  
about and I can concentrate on those parts that need my expertise  
the most.   However, if I still need to retain knowledge and keep  
involved in ongoing maintenance then I'm still stuck with being  
spread too thing - still undermined too much by multi-tasking.


The responsibility also extends to be around and active in the  
community for a good deal of the time, one has to take  
responsibility for answering questions on the mailing list/forum,  
doing testing, handling submissions, helping with getting dev and  
stable releases out.


We are already some way there...

Giving over responsibility to maintaining, merging submissions and  
doing ongoing support for components of the OSG already happens in a  
modest way.  Cedric Pinson has svn write access to osgAnimation, and  
Paul Martz (and I think possibly Brede Johanson) has write access to  
src/osgPlugins/OpenFlight.  There has to be an occassional bit of  
coordinate between but so far I believe it has worked pretty well.   
I'm certainly relieved not to have to worry about these components.


Michael Platings was also granted write permission to the new FBX  
plugin, but alas hasn't yet been able to successfully check anything  
in which has certainly held back maintenance of this new component.   
Sorting this out is beyond my skill set.  Perhaps Michael and Jose  
Luis can explain what they've tried so far.


There is also write permission granted to Paul Martz, and I believe  
a couple of engineers to the svn/osg/branches portion of the OSG  
svn.  This enables others to maintain branches and make releases  
without my intervention.  As far as I'm aware Paul has been the only  
one to take up on doing maintenance on the branches, but even here  
most of the work on the branches and make minor point releases has  
been tackled by me.


Is another version control system the way to go for more distributed  
development?


This topic has been raised a couple of times over the last couple of  
years - version control systems like git and mercial are better set  
up of maintaining and merging separate branches.  I've tried merging  
branches using subversion and it's possible to make a real mess of  
it rather quickly if you aren't really careful about how you do  
things.  I'm certainly open to moving to another version control  
system, this will however, requiring us all to learn it, and for  
members of community to step forward and set it up and maintain it.


I do think that the type of version control system is secondary to  
the importance to having individual or small groups of developers  
taking responsibility for specific 

Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-23 Thread Mathieu Marache

Hi,

Le 23 févr. 10 à 15:46, Jean-Sébastien Guay a écrit :


Hi Robert, all,

OK, so I leave for the night and come back and there are tens of new  
messages in this thread, perhaps I should work in GMT hours so I'd  
be up during the same hours as many of you! :-)


I think the discussion is rolling nicely, we've got a few good leads  
on what to improve. Here are my comments, I'll keep it brief.


_Distributed version control:_ I'm not sure this is the silver  
bullet some of you make it to be, but it might improve the  
submission process, since it's a bit like giving everyone commit  
access but then letting Robert pick and choose what he wants to  
bring into the baseline. The learning curve might be steep, but I  
think we'll gain a lot in the long run. But I agree with Robert,  
even if Jose Luis can set this up quickly, we shouldn't make the  
move officially (if Robert decides he wants to) until the next  
stable release is out. An infrastructure change like this should not  
hold up the next stable release. It might be nice to make an  
unofficial import from svn to git (for example) so Robert and others  
can play with it before then, though, to get a feel for how it might  
work.


I'm testing svn import into github at the moment, it might take some  
time (if it succeeds) importing those 11000 revisions : http://github.com/mathieu/OpenSceneGraph


I've tested also their wiki support for the main page. The result is  
that it is a poor wiki service, but maybe enough : http://wiki.github.com/mathieu/OpenSceneGraph/


HTH
Mathieu

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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-23 Thread Mathieu Marache


Le 23 févr. 10 à 16:16, Jean-Sébastien Guay a écrit :


Hi Mathieu,


I'm testing svn import into github at the moment, it might take some
time (if it succeeds) importing those 11000 revisions :
http://github.com/mathieu/OpenSceneGraph


Nice, I'll check it a few times to see if it finishes.

Then, any suggestions of how to go about checking it out? Tutorials  
on the workflow, tools I should download (I'm on Windows), etc?


Quick Start Guide :-)

The idea it to clone this repository on your local drive. Github  
recommends that you use their fork service (it can therefore keep  
track of youre modifications along mines for example : it's the  
'social' part) and then clone your fork on your local drive (you need  
to register though).


How to clone, well you need git. On windows the favorite is provided  
through msysgit : http://code.google.com/p/msysgit/downloads/list


That would give you a git bash shell version for git

If your the of TortoiseSVN sort head to TortoiseGit : 
http://code.google.com/p/tortoisegit/downloads/list
that would give you the same level of integration into the windows  
explorer than for subversion.


http://help.github.com/ is always a good start in understanding the  
workflow and for FAQ.


Setting up a project for toying around with git and github is only a  
few clicks away before we can test on OSG's repository


HTH
Mathieu

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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-23 Thread Mathieu Marache


Le 23 févr. 10 à 17:43, Tim Moore a écrit :



I don't have any opinions about github.com, but we're starting to  
use gitorious.org on the FlightGear project. Gitorious is owned by  
Nokia and used by the Qt project for its version control.



I like the merge request feature and the team concept in gitorious  
(founded features by Nokia prior injecting LGPL'ed Qt). Overall it has  
less features than Github but the later being 'closed source' is not  
very satisfying when promoting FOSS...


Mathieu

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Re: [osg-users] Committing to SVN problem

2010-02-23 Thread Mathieu Marache


Le 23 févr. 10 à 18:28, Michael Platings a écrit :


it sounds as if you checked out from
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk  
OpenSceneGraph

instead of
https://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk  
OpenSceneGraph

which is the 'authenticated' uri of the project

When using https I get a warning about a security certificate, but  
other than that it behaves exactly the same unfortunately.


Try again the https but prior to that go to TortoiseSVN : Preferences- 
Saved Data-Authentication Data and press Clear


This helped once or twice

Mathieu

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Re: [osg-users] Howto generate debug sources linux cmake?

2009-11-12 Thread Mathieu Marache

Use cmake -DCMAKE_BUILD_TYPE=Debug .

but i would do out-of-sources builds if I were you, such as :

cd OpenSceneGraph
mkdir build
cd build
cmake -DCMAKE_BUILD_TYPE=Debug ..
make -j (integer part of 'number of CPUS' times '1.5' )
make install

HTH
Mathieu


Hi,

how can I compile the sources in linux with debug enabled. I used  
cmake d . in the osg dir, the files got fat but I still can't  
get any debug info. Could anyone help me on this?


Thank you!


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Re: [osg-users] [build] how to build basicGeometry example?

2009-10-29 Thread Mathieu MARACHE
Hi Thomas,

you need to do a couple of things, first take a copy of the
CMakeModules folder of OSG itself :
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/CMakeModules

Then you need to tell CMake via your CMakeLists.txt where to find those

set(CMAKE_MODULE_PATH PATH_TO/CMakeModules;${CMAKE_MODULE_PATH})

# this will include and run CMakeModules/FindXXX.cmake
find_package(OpenThreads)
find_package(OSG)
include_directories(${OSG_INCLUDE_DIR})
project(testProject)
add_executable(testProjectMain
 main.cpp
)
target_link_libraries(testProjectMain ${OSG_LIBRARY} ${OPENTHREADS_LIBRARY})

HTH

--
Mathieu
O ascii ribbon campaign - stop html mail - www.asciiribbon.org



2009/10/26 Thomas Maier in...@web.de:
 Hi,

 i used the source code on this site 
 http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/BasicGeometry,
  then i build test-src/ and test-build/ directories. Into test-src/ dir i put 
 in the file main.cpp with the example code. Then i created a CMakeLists.txt 
 file and put into it:
 PROJECT(testProject)
  ADD_EXECUTABLE(testProjectMain
   main.cpp
  )

 then i switched into test-build/ dir and run ccmake ../test-src/ then i run 
 make and the output is:
 Linking CXX executable /tmp/testProjectMain
 /usr/bin/cmake -E cmake_link_script CMakeFiles/testProjectMain.dir/link.txt 
 --verbose=1
 /usr/bin/c++   -g   CMakeFiles/testProjectMain.dir/main.o  -o 
 /tmp/testProjectMain -rdynamic
 CMakeFiles/testProjectMain.dir/main.o: In function `main':
 /home/bob/openscenegraph-programming/test/test-src/main.cpp:27: undefined 
 reference to `osgViewer::Viewer::Viewer()'
 /home/bob/openscenegraph-programming/test/test-src/main.cpp:28: undefined 
 reference to `osg::Group::Group()'


 How can i let cmake know that it should use osg header/libs? Is there 
 anywhere online a tutorial which explains the building of e.g. the examples? 
 i did not find anything,sorry.

 thanks for help
 flo




 Thank you!

 Cheers,
 inflo

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Re: [osg-users] osgModeling 0.1.1 released - subdivision supported

2009-02-10 Thread Mathieu MARACHE
Not sure where to send this. But I submitted the issue along with it's
resolution here
http://code.google.com/p/osgmodeling/issues/detail?id=1

HTH

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2009/2/9 Jason Beverage jasonbever...@gmail.com:
 Hi Wang,

 Congrats on your release!  This library looks extremely useful.

 Jason

 On Mon, Nov 17, 2008 at 3:01 AM, Wang Rui wangra...@gmail.com wrote:

 Hi all,

 osgModeling, which is a library purposed to help generate parametric
 curves and surfaces and implement kinds of polygon technologies, releases
 its 0.1.1 version today. Please visit

 http://code.google.com/p/osgmodeling/

 for the source tarball and the CHM help documentation (generated by
 doxygen).

 You may also use svn command to check out the code:
svn checkout http://osgmodeling.googlecode.com/svn/trunk osgmodeling

 New features:

 * New polygon mesh generator to convert any geometries to
 vertices-edges-faces list.
 * New subdivision classes to support Loop and Sqrt(3) methods to subdivide
 polygon meshes.
 * New normal generator to generate normal arrays using different mean
 weights (MWE, MWA, MWSELR, MWAAT, MWELR, MWRELR).
 * New osgdb_osgmodeling plugin for read/write osgModeling objects in .osg
 files. Only a framework at present.
 * Support for creating the document and .chm help file based on doxygen.

 The pictures attached are the subdivision levels of famous Stanford bunny
 and a chess pawn. Original files are both low-polygon models and subdivided
 to higher levels using Loop/Sqrt(3) methods. There are still some problems
 with the implements of polygon subdivision, for example, texture coordinates
 and color/fog arrays are not handled at present.

 I'm just planning for the next version 0.1.2, to add support for mesh
 parameterization (which will do great help for texture mapping on complex
 meshes), and finish designing the osgdb_osgModeling plugin. I'm also
 thinking of implementing some more algorithms for the simplification and
 triangle strips of polygons, as a supplement of current osgUtil classes.
 What else do you think the library should add or improve? I may not have a
 good blueprint of this modeling nodekit of OSG.

 Thanks for help and best wishes,

 Wang Rui
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Re: [osg-users] osgModeling 0.1.1 released - subdivision supported

2009-02-09 Thread Mathieu MARACHE
Hi Wang Rui,

Great job !

I've been looking at your implementation and found some strange
behaviours in the Loft implementation while using it. I've looked up
your google code project and since there hasn't been any activity
since your release I wanted like to know if your project is orphaned,
stalled or if are you are still working on it ?

Regards,
--
Mathieu
O ascii ribbon campaign - stop html mail - www.asciiribbon.org



2008/11/17 Wang Rui wangra...@gmail.com:
 Hi all,

 osgModeling, which is a library purposed to help generate parametric curves
 and surfaces and implement kinds of polygon technologies, releases its 0.1.1
 version today. Please visit

 http://code.google.com/p/osgmodeling/

 for the source tarball and the CHM help documentation (generated by
 doxygen).

 You may also use svn command to check out the code:
svn checkout http://osgmodeling.googlecode.com/svn/trunk osgmodeling

 New features:

 * New polygon mesh generator to convert any geometries to
 vertices-edges-faces list.
 * New subdivision classes to support Loop and Sqrt(3) methods to subdivide
 polygon meshes.
 * New normal generator to generate normal arrays using different mean
 weights (MWE, MWA, MWSELR, MWAAT, MWELR, MWRELR).
 * New osgdb_osgmodeling plugin for read/write osgModeling objects in .osg
 files. Only a framework at present.
 * Support for creating the document and .chm help file based on doxygen.

 The pictures attached are the subdivision levels of famous Stanford bunny
 and a chess pawn. Original files are both low-polygon models and subdivided
 to higher levels using Loop/Sqrt(3) methods. There are still some problems
 with the implements of polygon subdivision, for example, texture coordinates
 and color/fog arrays are not handled at present.

 I'm just planning for the next version 0.1.2, to add support for mesh
 parameterization (which will do great help for texture mapping on complex
 meshes), and finish designing the osgdb_osgModeling plugin. I'm also
 thinking of implementing some more algorithms for the simplification and
 triangle strips of polygons, as a supplement of current osgUtil classes.
 What else do you think the library should add or improve? I may not have a
 good blueprint of this modeling nodekit of OSG.

 Thanks for help and best wishes,

 Wang Rui
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Re: [osg-users] Linux Dev. Env. Poll

2008-11-30 Thread Mathieu MARACHE
Hi Mattias

2008/11/30 Mattias Helsing [EMAIL PROTECTED]:
 Hi Can,

 On Sun, Nov 30, 2008 at 11:59 AM, Can T. Oguz [EMAIL PROTECTED] wrote:
 Thanks everybody. I'm so glad that you've shared a couple of minutes to
 guide me. As an IDE addict (MSVC), I'm right about to make some tough
 decisions such as moving on to Linux. I was thinking of Eclipse CDT but now
 I think I'm going to end up with the good old command line.


 I like MSVS very much. IMHO probably the best sw that ever came out of
 Redmond. And Joe the windows programmer is me. I just happen to like
 emacs. I'll continue using and keeping up with Eclipse and KDevelop
 solely because 'm hoping that some day I'll have work colleagues
 developing on Linux and they may be more comfortable using an IDE or
 it may be a good transition tool. We'll see.

 Remember that I'm on old hardware (2Gb ram though) and am using the
 Eclipse CDT that comes packaged for Ubuntu (Eclipse SDK 3.2.2 and CDT
 3.2.1.).

You should definetly download eclipse 3.3 with CDT 4, there is a huge
difference in code completion response time with CDT 4. It comes in
one package that works well in user space...

My 0.02¢

--
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Re: [osg-users] Linux Dev. Env. Poll

2008-11-27 Thread Mathieu MARACHE
Hi jp,

Sorry didn't see this earlier. Yes you can use meld within svn,
provided you use a script like described here :
http://svnbook.red-bean.com/en/1.4/svn.advanced.externaldifftools.html

here is the script I reproduced from here :
http://article.gmane.org/gmane.comp.gnome.meld.general/362

 Start: svn-diff-meld
#!/bin/sh
# SVN Diff Wrapper for Meld
# KOG 2008-02

left=$6
right=$7

meld $left $right
 End: svn-diff-meld

Then adapting it to diff3

 Start: svn-diff3-meld
#!/bin/sh
# SVN Diff3 Wrapper for Meld

mine=$9
older=$10
yours=$11

meld $mine $older $yours
 End: svn-diff3-meld

then modifying your ~/.subversion/config with these values should do the trick

[helpers]
diff-cmd = ABSOLUTE_PATH_TO/svn-diff-meld
diff3-cmd = ABSOLUTE_PATH_TO/svn-diff3-meld
diff3-has-program-arg = false



HTH

--
Mathieu



2008/11/27 J.P. Delport [EMAIL PROTECTED]:
 Hi,

 Paul Melis wrote:

 J.P. Delport wrote:

 Hi,

 Mathieu MARACHE wrote:

 Do you know if meld can integrate nicely with svn? E.g. I can do

 svn diff
 svn merge

 on command line and then it brings up xxdiff. Can meld do this (be an
 diff app for svn)? If it can I will definitely try.

 There does seem to be the environment variable SVN_MERGE that subversion
 looks at, but I'm not sure if that one has only been introduced in a very
 recent subversion release.

 I usually set diff-cmd and diff3-cmd in  ~/.subversion/config
 to xx-diff-proxy. I was wondering if meld had something similar?

 jp


 Regards,
 Paul



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Re: [osg-users] Linux Dev. Env. Poll

2008-11-26 Thread Mathieu MARACHE
Hi

Ubuntu 8.10 x86 and x86_64
I edit mostly with vim and use eclipse ganymede CDT, codeblocks or
KDevelop as IDEs (thanks to CMake)
I diff graphically with meld ( http://meld.sourceforge.net for
screenshots, try it and forget xxdiff :-) )
I checkout with git-svn


P.S. thanks JP for the cscope hint, you learn every day :-)
--
Mathieu



2008/11/26 Bob Huebert [EMAIL PROTECTED]:

 Fedora Core 7 x86_64 with gcc 4.1.2

 Sun box with AMD Opteron P250, 4GB

 nVidia QuadroFX 3000 (agp 8x) with 256MB

 -bob

 Can T. Oguz wrote:

 Dear OSG Users,

 May I Ask which linux distribution and development environment you
 chose to work on ?

 Thank you for your time,

 Can
 

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Re: [osg-users] Packaging granularity + platform specific scripts

2008-11-26 Thread Mathieu MARACHE
Hi Robert,

I for one would like to see packaging support inside the osg
repository. FYI I tried to do debian packages the CMake way, but it
seems that this is not yet ready. From the CMake mailing list, it even
seem that debian people and CMake people disagree on the way it should
be done.

From what I understood, people are doing things in order to make OSG
into ubuntu distributions :
- Cesare Tirabassi  (uploader),
- Cyril Brulebois [EMAIL PROTECTED] (uploader)
- Loïc Dachary [EMAIL PROTECTED] (maintainer)

Informations were found from here
https://launchpad.net/ubuntu/+source/openscenegraph/2.4.0-1.1 and from
the diff file against the 2.4.0 release. Looking into this diff file
it looks like there were also source code modified to meet the debian
standards.

Hopefully one of these three heroes is reading this mailing list and
will pop in ! Otherwise I can propose help in making these debian
control files into a submission for an inclusion into the osg
repository.

--
Mathieu



2008/11/26 Robert Osfield [EMAIL PROTECTED]:
 Hi Guys,

 We need more the two responses to pull together a coherent packing
 strategy going forward.  In particular I want feedback from potential
 platform maintainers that are up for helping build binaries for each
 platform.  My ideal is for use to use the same granularity and naming
 of packing for all platforms.

 One constraint already placed out there is fitting in with existing
 packaging conventions.  For instance if I check Kubuntu 8.10 I get
 libopenscenegraph7 (OSG-2.4) and libopenscenegraph-dev, openscenegaph,
 libosgal and libosgcal packages.

 Without installing these I can't see exactly what parts of the OSG
 come along with it.

 I believe a good package layout would be in step with the major
 dependencies that that bring with it.  For instance the core OSG
 package could just depend upon C++, OpenGL, GLU, X11/Win32/Carbon.
 Without freetype and the image plugins it isn't that useful though
 unless you have a very tightly focused vis-sim app.

 Next set of package(s) would be the main imagery ones like
 tiff/gif/jpeg/png, or would these be rolled into the base package?
 Further out still then you have GDAL, COLLADA.

 Then we have the specialist plugins that depend upon Inventor,
 libxul/gecko, libVNCServ, Svgr/Cairo, Cairo/Popper, OpenVRML (and an
 out of date version at that...).

 Further down the line I would like to see an osgAudio library
 integrated into the core OSG, this may well directly depend upon
 OpenGL, and as such would this make OpenAL a core dependency, or just
 have it made as a none core dependency with a separate package for it.

 Orthogonal to these dependency based packages, I am think that the
 osgIntrospection and osgWrappers are probably something that could be
 its own package, as the osgWrappers are extremely large, larger than
 the core libraries themselves, so placing them in a separate package
 that only users that need them would pull in.

 My expectation is that we probably won't be able to roll out packages
 for all the different possible major dependencies, and in these cases
 users will just have to grab the OSG sources and download there own.
 I don't have a problem with this - as long as we have base packages
 that most users can grab and use in their applications I'm happy.  We
 might want to make it possible for users to match these extra modules
 with the standard distributed packages that they plan to build upon,
 although this might just be more awkward than it's worth...

 As I mentioned earlier I would like to get a scheme together for 2.8,
 and get this rolled out soon, I would have like this month, but
 someone seems to have stole all the days of November so we don't have
 time left to make 2.8 this month, but we absolutely should get 2.8 out
 the door before the Christmas break.   I'd all like to get next years
 round of linux distro's using 2.8 rather than out of date versions of
 the OSG (Kubuntu 8.10 has OSG-2.4 which is stable release behind us).

 So please engage on this topic.  Tell me what packages you'd like to
 see.  Also if you can help out making the packages, what elements to
 the OSG could be done to make your life easier?

 Robert.
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Re: [osg-users] osgVTK

2008-11-07 Thread Mathieu MARACHE
Thanks Luc !
Mathieu



2008/11/7 Frauciel Luc [EMAIL PROTECTED]:
 Hi,

 osgVTK is lost in osg archives.
 With the zip and the instructions found in the differents mails in 
 attachment, you should make it work.
 It worked for me.

  Luc

 Luc FRAUCIEL - BRGM
 Unité Calcul, 3D et réalité virtuelle
 Service Systèmes et Technologies de l'Information
 3, av C. Guillemin BP 36009 - 45060 Orléans Cedex 2, France
 Tél. 02 38 64 35 65
 Fax 02 38 64 39 70

 -Message d'origine-
 De : [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] De la
 part de Mathieu MARACHE
 Envoyé : jeudi 6 novembre 2008 11:45
 À : OpenSceneGraph Users
 Objet : [osg-users] osgVTK

 Hi,

 I'm looking for the osgVTK nodekit that was available some years ago.
 If anyone still has it around or any information on where to
 find informations on using VTK in an OpenSceneGraph Node that
 would be great !

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[osg-users] osgVTK

2008-11-06 Thread Mathieu MARACHE
Hi,

I'm looking for the osgVTK nodekit that was available some years ago.
If anyone still has it around or any information on where to find
informations on using VTK in an OpenSceneGraph Node that would be
great !

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Re: [osg-users] Please test SVN of OpenSceneGraph in prep for 2.7.4 dev release

2008-10-29 Thread Mathieu MARACHE
Builds fine on IRIX, but you knew that already from :
http://www.cdash.org/CDashPublic/buildSummary.php?buildid=433
--
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2008/10/29 Paul Martz [EMAIL PROTECTED]:
 WinXP, VS8: OSG compiles and runs fine. Tested my current dev project: runs
 fine with OSG svn head.
   -Paul

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Re: [osg-users] Reporting Builds

2008-10-15 Thread Mathieu MARACHE
Hi Jean-Sébastien,


2008/10/15 Jean-Sébastien Guay [EMAIL PROTECTED]:
 Hi Mathieu,

 This new feature (BUILD_DASHBOARD_REPORTS
 option defaulted to OFF) will permit to some people willing to share
 some build time on various platforms to submit compilation results on
 a regular if not automatic basis.

 Interesting!

 One question I have is, if CMake automatically updates the working copy (to
 00:00 for Nightly, or to right now for continuous), does it then re-run
 itself to regenerate build files if some source files were added? If so,
 what happens if there's an error when generating the build files (error in
 the CMakeLists.txt or something like that)?

Good question, after testing, it fails without reporting. I tried this
with the Continuous build : after generating a valid makefile I
modified locally the root CMakeLists.txt so that it contained invalid
code. Calling 'make Continuous' tries (and fails without reporting) to
regenerate the Makefiles before doing an (svn) update. So if there is
an error committed in the repository, there is way cmake can recover
from this situation by itself.

This is a though situation. If this happens, the only way I see is to
do a manual svn update when the repository is clean again... Not very
satifying, I will think/sleep on this :-)

 As for build scripts, perhaps the one you have on the wiki could be included
 with the OSG sources in some subdirectory, and another could be developed
 for Windows that would do something similar. I'd be willing to make my work
 machine build nightly on Windows if we can get someone more versed in
 Windows batch programming make a good batch script that would do this.

Others have been looking into this, and I think It is necessary to
have some sort of scripts available for the community to (at least)
adapt from. Let's see tomorrow if their Nighly build scripts worked !

Another aspect needing attention is configuring (semi-automatically)
the information passed with the submission about the compiler, the os,
the site. So that for example the build name reflects a bit more the
system than a plain Linux-c++ :-)

 I think setting up this kind of thing (which IMHO is unobtrusive, since it
 runs at night when I'm not working) will give us more information about the
 status or general health of the SVN (and any branches we want to monitor)
 and thus would reduce the calls to test current SVN manually, and increase
 confidence that at least the releases will build correctly on various
 platforms.

 Now if we could convince Matthias to set up nightly builds on the large
 number of less used platforms he apparently has access to ;-)

I myself should be providing an IRIX64 Nightly and Continuous build.
Others are welcome to pop in.

Mathieu
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Re: [osg-users] Reporting Builds

2008-10-15 Thread Mathieu MARACHE
Hi Csaba,

Mathieu



2008/10/16 Csaba Halász [EMAIL PROTECTED]:
 On Thu, Oct 16, 2008 at 2:40 AM, Csaba Halász [EMAIL PROTECTED] wrote:

 Maybe I am missing something else that causes cmake to use the tcl
 submit (and that doesn't seem to support http)

 /o\ so I don't even need the dart thing, ctest can do everything?

CTest is used yes. those DartConfig.tcl files seem to be leftovers
from the days where you had to install the Dart tool. However the file
is still used since it contains all the information about your
configuration site.

 Where do I change the build name? In cmake I only see SITE, and the
 dartconfig might get regenerated?

I'm looking into this. It seems that adding some definitions to cmake
would do the trick. Something like cmake -DSITE='name' '' etc. More
on this when I get feedback from this night (CET).

HTH
Mathieu
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[osg-users] Reporting Builds

2008-10-14 Thread Mathieu MARACHE
Hi all,

Robert accepted last month a submission enabling reporting of builds
to a public dashboard. This submission lacked a public announcement
due to poor documentation. This new feature (BUILD_DASHBOARD_REPORTS
option defaulted to OFF) will permit to some people willing to share
some build time on various platforms to submit compilation results on
a regular if not automatic basis. So please have a look here :
http://www.openscenegraph.org/projects/osg/wiki/Build/CDash for a
complete description of this new tool.

For those who only need the big picture here is the direct link to the
OpenSceneGraph dashboard :
http://www.cdash.org/CDashPublic/index.php?project=OpenSceneGraph .
And here is a more complete example :
http://www.cdash.org/CDash/index.php?project=CMake

This is only a first step, comments ?

Mathieu
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[osg-users] subversion tags

2008-10-07 Thread Mathieu MARACHE
Hi,

This is probably only directed to Paul Martz and Robert Osfield, but
here it goes : I was wondering if you could add two more tags on the
subversion repository that would be tagging the latest stable and
development releases and evolving with them. For example :
OpenSceneGraph-latest-stable-release would be the same as OpenSceneGraph-2.6.1
OpenSceneGraph-latest-dev-release would be OpenSceneGraph-2.7.2 as of
today and moving to OpenSceneGraph-2.7.3 sooner or later.

My aim is to setup (my) continuous integration servers to build
automatically the latest version of each branch.

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Re: [osg-users] subversion tags

2008-10-07 Thread Mathieu MARACHE
Hi Robert,


I'm not talking about a symbolique link. It's just a another copy,
just plain subversion copy :

svn copy -mtagging 2.7.2 http://.../trunk http://.../tags/osg-2.7.2
svn copy -mupdating developer release http://.../tags/osg-2.7.2
http://.../tags/osg-latest-dev-release

and then tagging next release would be the same :

svn copy -mtagging 2.7.3 http://.../trunk http://.../tags/osg-2.7.3
svn copy -mupdating developer release http://.../tags/osg-2.7.3
http://.../tags/osg-latest-dev-release

Only if I wanted to have the the latest developer release checked out,
if I had :
svn co http://.../tags/osg-latest-dev-release osg-devel
in the 2.7.2 days it  would then update to the 2.7.3 (when it's
tagged) with an svn update

Is it a bit clearer ?


Mathieu



2008/10/7 Robert Osfield [EMAIL PROTECTED]:
 Hi Mathieu,

 What you are asking for is symbolic link to the latest tags rather
 than an actual tag.   I don't know if svn is capable of doing
 something like this.  Perhaps the webserver could do some url
 direction..  I have no clue on this stuff so I'll leave it to svn
 server and web server experts to dive in with recommendations.

 Robert.

 On Tue, Oct 7, 2008 at 3:07 PM, Mathieu MARACHE
 [EMAIL PROTECTED] wrote:
 Hi,

 This is probably only directed to Paul Martz and Robert Osfield, but
 here it goes : I was wondering if you could add two more tags on the
 subversion repository that would be tagging the latest stable and
 development releases and evolving with them. For example :
 OpenSceneGraph-latest-stable-release would be the same as 
 OpenSceneGraph-2.6.1
 OpenSceneGraph-latest-dev-release would be OpenSceneGraph-2.7.2 as of
 today and moving to OpenSceneGraph-2.7.3 sooner or later.

 My aim is to setup (my) continuous integration servers to build
 automatically the latest version of each branch.

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Re: [osg-users] subversion tags

2008-10-07 Thread Mathieu MARACHE
Hi All,

IMHO, the svn:external scheme is far more complex than copying tags
(svn copy is a very cheap operation in subversion). I won't argue on
which is best, they both achieve the same goal. But is this goal
(having a way to checkout the latest devel/stable release) of any use
to somebody else (other than setting up automatic nightly builds of
OSG) ? I'm using the vendor branches anyway.


Mathieu



2008/10/7 Jean-Sébastien Guay [EMAIL PROTECTED]:
 Hi Paul,

 Now that I think about it, perhaps making self-referential svn:externals
 isn't such a great idea, hmmm :)

 You mean an svn:externals that points to some other directory in your
 repository? No, that's fine. It's the way the SVN book advises to replace
 the modules functionality. You create an empty directory in your repo, and
 then give it a bunch of externals that correspond to the specific parts of
 your repo that you want to be included in the module. It's kind of using
 svn:externals like a symlink.

 J-S
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[osg-users] Example osgtexture1d

2008-09-29 Thread Mathieu MARACHE
Hi,
While playing with the example osgtexture1d, I wasn't able to see the
changes from object linear to eye linear mode. I've run the example both on
linux and windows with latest svn version. I would have expected to see
bands of colours linked to the object in OBJECT_LINEAR and eye linked bands
of colours in EYE_LINEAR mode. But it seems to me that only the
OBJECT_LINEAR mode is working...

Could someone please test it and see if the dumptruck changes it's texture
every other second to eliminate a possible driver issue ?

Thanks in advance

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Re: [osg-users] OverlayNode bug

2008-09-11 Thread Mathieu MARACHE
Hi Robert,

2008/9/10 Robert Osfield [EMAIL PROTECTED]

 Hi Mathieu,

 I don't know the cause/or a solution to the problem, but in the case
 of VIEW_DEPENDENT_WITH_PERSPECTIVE_OVERLAY a GLSL vertex and fragment
 program is used to generate the results, so I'd guess that the shader
 simply doesn't know about the texture blending required.   Have a look
 into the implementation to see if you can get things work.


Some updates :
The fragment shader correctly uses the overlay alpha color value to mix
between the original texture and the overlayed texture. So it is not the
shader that is the problem but the RTT camera that produces something wrong.
By tweaking the fragment shader to use the alpha channel on the color
channels it appears that the background of the overlay texture is
transparent and the projected objects are opaque (where they should be
transparent).

Still loooking...

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Re: [osg-users] 回复: osg2.5.2 and CEGUI 0.6. 1 ?

2008-07-06 Thread Mathieu MARACHE
Hi 小 杨,

Delta3D (www.delta3d.org) integrated CEGUI with osg, have a look how they
did it.

HTH
--
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2008/7/6 小 杨 [EMAIL PROTECTED]:

 Sorry,I found osgcegui example!

 *小 杨 [EMAIL PROTECTED]* 写道:

 I use osg2.5.2 ,in example directory I'm not found  osgcegui example.
 if osg2.5.2 support CEGUI0.6.1,please give me some url link or examples!

 Thanks in advance!

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Re: [osg-users] Only intersecting certain nodes in the scene graph

2008-07-03 Thread Mathieu MARACHE
Hi,

I'll pitch in for this one :-)

You need to set the mask of the other nodes by removing the mask of your
visitor.

I tried to explain this with a simplified version of the mask using 4 bits
to a collegue recently. Here it goes :

root_node has 2 children, child_1 and child_2.

my intersection visitor's node mask is like yours set to 0001 (0x1)

child_2 node's mask is set to 0001

0001 : visitor
 : root_node
 : child_1
0001 : child_2

everybody matches your visitor's mask so everybody get's traversed


now the correct solution would be to set child_1 node mask to the complement
to the visitor's mask (here 1110) and don't touch the child_2's one :

0001 : visitor
 : root_node
1110 : child_1
 : child_2

now everybody except child_1 gets traversed...

HTH
P.S. Paul beat me into this one, but my explanation will hopefully make it
more visual :-)

2008/7/3 Jason Beverage [EMAIL PROTECTED]:

 Hi all,

 This is probably a very basic question, but I'm having a hard time
 understanding how the traversal masks work when using an
 IntersectionVisitor.

 I have a scene that contains an osgdem generated terrain database as well
 as other nodes such as text labels, lines, etc.  In certain situations, I
 only want to compute the intersections against the terrain database.

 I created a node mask for the terrain, 0x1, and used setNodeMask to set it
 on the root node of the terrain database.

 I am using the computeIntersections function of Viewer and passed along
 that traversal mask hoping that it would only intersect the paged database.
 However, the computeIntersections function is computing intersections
 against all of the nodes in the scene graph instead of just the paged
 database.

 Does this usage sound correct or am I way off base?

 Thanks!

 Jason

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Re: [osg-users] Please test SVN of OpenSceneGraph in pre for 2.5.3 dev release

2008-06-23 Thread Mathieu MARACHE
I have some issues with the modifications made on the CMAKE_DEBUG_POSTFIX
with an updated an clean out of source build. I have some mods I'd like to
submit that are now been tested with a CMake 2.4.x and an CMake 2.6.x...

2008/6/23 Robert Osfield [EMAIL PROTECTED]:

 Hi All,

 I would like to tag 2.5.3 today, I'm ready at my end, but need an
 extra round of testing as other build changes (such as Eric's changes
 for OSX) have been introduced.  So if you could spare a few CPU cycles
 could you do an svn update and build/test on as many platforms that
 you have can.  If feedback on all the main platforms looks positive
 then I'll tag the beast this afternoon.

 Cheers,
 Robert.
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Re: [osg-users] Please test SVN of OpenSceneGraph in pre for 2.5.3 dev release

2008-06-23 Thread Mathieu MARACHE
I've already posted it on osg-submissions.

2008/6/23 Robert Osfield [EMAIL PROTECTED]:

 Hi Mathieu,

 On Mon, Jun 23, 2008 at 11:03 AM, Mathieu MARACHE
 [EMAIL PROTECTED] wrote:
  I have some issues with the modifications made on the CMAKE_DEBUG_POSTFIX
  with an updated an clean out of source build. I have some mods I'd like
 to
  submit that are now been tested with a CMake 2.4.x and an CMake 2.6.x...

 Post me the changes and I can review them before I tag OSG-2.5.3.

 BTW, what issues did you have?

 Robert.
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Re: [osg-users] Please test SVN of OpenSceneGraph, before I tag next dev releases

2008-06-06 Thread Mathieu MARACHE
Works fine for me on ubuntu 8.04 32 and 64 bits

2008/6/6 Jean-Sébastien Guay [EMAIL PROTECTED]:

 Hello Robert,

  I'm just winding up for the week, and going into prep mod for my trip
 away next week.  If SVN build is looking stable then I'll tag a dev
 release before the end of the day, so could users do an svn update and
 let me know how it goes.  If there are any build problems/major errors
 then I'll tend right away, and if I still have time at the end of
 this process I'll tag OpenScenGraph-2.5.2.


 All seems well here. Windows Vista, Visual Studio 2005, CMake 2.6.

 Good work,

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[osg-users] r8325 from svn is missing a file it seems

2008-05-22 Thread Mathieu MARACHE
Hi Robert,

Here is the output :

~/Projects/OpenSceneGraph/build$ cmake ..
-- Configuring done
CMake Error in src/osgPlugins/curl/CMakeLists.txt:
  Cannot find source file ReaderWriterCURL.h.  Tried extensions .c .C .c++
  .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp .hxx .in .txx


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Re: [osg-users] NVidia implementation of clipmaps in DX10

2007-10-01 Thread Mathieu MARACHE
Hi,

Thanks for the info, I've been using clipmaps with good old pfDays and
it was definetly very powerfull. However using it doesn't seem very
efficient compared to osgdem outputs for example : 30fps at 585x445 as
seen on this video :
http://developer.download.nvidia.com/SDK/10/direct3d/Source/Clipmaps/doc/Clipmaps.wmv

Seems promising though...

2007/10/1, Garry Keltie [EMAIL PROTECTED]:
 Hi,

 I haven't heard any chatter of this on forums yet. I have just come
 across it so am curious if any other community members have also and
 their views. Sure, its directX and not OpenGL but its the precedent.

 http://developer.download.nvidia.com/SDK/10/direct3d/Source/Clipmaps/doc/Clipmaps.pdf

 from the featured sample SDK code at:
 http://developer.download.nvidia.com/SDK/10/direct3d/samples.html

 Garry

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Re: [osg-users] Continuous Integration

2007-09-28 Thread Mathieu MARACHE
Hi Zach,

 Anybody using CI to build the OSG trunk?  Which CI system do you like the
 best?  CruiseControl?

We are using Dart along with CMake/CTest :
http://www.itk.org/Dart/HTML/Install.shtml

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