[osg-users] [osgPlugins] Collada in VS2013

2016-07-18 Thread Sam Jones
Hi,

I'm having some trouble getting .dae files to load in a program I've been 
writing in VS2013.

The OpenSceneGraph .dae plugin actually builds and has been building without 
hitch for a while now-- however, it does nothing (when loading a .dae file I am 
given the generic error which I wrote into my program). I have checked my CMAKE 
configuration and all fields related to COLLADA are pointing to the correct 
places. So, I decided to peel a bit further back and go back to getting COLLADA 
itself to build on the computer, as this is part of what is advised on the 
OpenSceneGraph website. 

I switched to working on building the COLLADA DOM library, v2.2. Their package 
provides solution files for Visual Studio up to v2010, so I did some digging 
around and was working on getting a running solution going in VS2013: got all 
the requisite dependencies built in 2013, updated the links, etc...however, 
could not get a solution to build. I also couldn't find much reference to other 
folks having done so; perhaps this is not necessary. So I set up VS2010 and 
built COLLADA as it came with, as predicted, no problems, and re-adjusted OSG's 
CMAKE configuration to point to this build, instead-- this still does not work, 
which I was not expecting it to as my understanding the libraries being used 
should be built using the same toolchains for both OSG and the program being 
written. 

I've increased the verbosity of debugging messages, but haven't been able to 
follow them to anything useful. It could just be that I've done something else 
wrong somewhere else, but I was wondering if any of you had any pointers on 
Collada with OSG in VS2013.

Thank you!

Cheers,
Sam

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[osg-users] RTF Widget

2016-07-18 Thread Sam Jones
Hi,

Am I understanding correctly, that OSG labels/widgets do not support rich text? 
Or am I missing something? (By rich text I mean switching styles in the middle 
of a string; I know that the labels support different colors and styles, but 
only applied to the whole string as far as I can tell).

What I'm currently doing is using a wxWidgets-based dialog box to take rich 
input and then display it in an OSG label. This all works fine with plain text, 
and I can get rich text into the input box, but style is lost in the 
conversion. I haven't found anything in the docs on this, but I might not be 
looking in the right place. 

If this is the case, does anyone have a pointer as to how they achieved the 
same thing? If not, I'll figure something out and post the solution I come up 
with :) 

Cheers,
Sam

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Re: [osg-users] Odd Text Distortion (Which Does Not Appear to Be Due to the 3.2 Bugfix)

2016-07-13 Thread Sam Jones
Hi,

Thanks Robert! Your suggestion was exactly it! I kept trying for a solution 
involving the camera or something more complicated, completely dismissing that 
the problem could have been much simpler. Ha. 

I figured perhaps the text looking strange and also being off-center were 
related problems-- this was not the case. Getting freetype working correctly 
fixed the appearance of the font, and then some bit later I dug up where the 
offset issue was coming from and fixed that. 

For the curious, the offset was being caused by using the dimensions of the 
text's bounding sphere in a calculation to center the text, instead of the 
dimensions of the text's bounding box (I thought we'd been using the bounding 
box, but I was incorrect). Since the bounding sphere has a radius presumably 
determined by the longest dimension of the text, the longer a line of text was 
along its longest axis, the further offset it turned out along its shorter axis.

Thank you guys for the suggestions!

Cheers,
Sam

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Re: [osg-users] Odd Text Distortion (Which Does Not Appear to Be Due to the 3.2 Bugfix)

2016-06-30 Thread Sam Jones
Hi,

I have been having an issue with the display of text for a few days now (where 
the correct font is not used), while updating a project from pre-3.0 OSG to the 
latest version. 

I know about this bug fix from 3.2 where, now, creating a camera and assigning 
it to the viewer without initialising it properly or setting it to global 
defaults will give you exactly what you're asking for. It seems that past 
posters have had problems with text rendering in a blocky or unusual way, and 
have traced it to this bugfix, however, I have not found this project to have 
any improperly initialised cameras. 

Does anyone have any suggestions?

(I have attached an image).

Thank you!

Cheers,
Sammy J

(I should mention, this is on a Win7 machine, building a project in Win32 
Release mode; I have made sure that I am using the correct, non-debug dlls)

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