Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!

2009-01-13 Thread Vincent Bourdier
Hi,

Looking for physic/collision application, I would have more information on
osgNV.

Does it would work with graphic card which are not NVidia's one ?
Is it possible to consider this project as an interface for PhysiX (for now)
for any application, plateform, ... ?

Thanks,

Regards,
   Vincent.

2008/12/18 Wang Rui wangra...@gmail.com

 Hi all,

 osgNV 0.6.2 has been released today, with the integration of the latest Cg
 2.1 runtime, including a new resource manager, new profiles, the support of
 geometry shaders, new sampler uniforms class (cgGLSetTextureParameter), new
 buffer uniforms class (cgSetBufferParameter) and related examples.

 Another important feature of the new release is a preliminary integration
 of OSG and PhysX libraries, which makes it possible now for OSG developers
 to implement collidings, rigid and soft objects, cloth and clothing, fluids
 and many other physics simulations. PhysX is one of the most famous physics
 engines and also part of the nVIDIA functionalities.

 The new module, named osgNVPhysx, is going to support the nVIDIA PhysX and
 even more physics engines (like ODE, Bullet, Newton and so on, because of
 its open structure in design) step by step! Creation and computation of
 rigid actors are provided at present, as the attached image shows.

 The website is:

 http://osgnv.sourceforge.net/

 You may download the latest osgNV tarball at:
 https://sourceforge.net/projects/osgnv/

 The SVN access is also usable:
 *svn co https://osgnv.svn.sourceforge.net/svnroot/osgnv osgnv*

 Already tested on Windows XP SP2, Visual Studio 2008. You will need
 OpenSceneGraph, CMake, nVIDIA Cg (
 http://developer.nvidia.com/object/cg_toolkit.html) and nVIDIA PhysX (
 http://developer.nvidia.com/object/physx.html) if you want to see all the
 latest features. BUILD_PHYSX (the new physics engine support) is off by
 default in CMakeLists.txt, and the osgNVPhysx module has not yet tested on
 GNU/Linux systems. Could anybody help me test it?

 Thanks for advices and suggestions.

 Cheers,

 Wang Rui

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!

2009-01-13 Thread Wang Rui
Hi Vincent,
osgNV only works with nVIDIA devices because of its name. :-)
Sukender and I are working on another open-source project osgPhysics now to
support more kinds of physics engines in OSG, which will also replace
the osgNVPhysx nodekit in a near future. You may have a look at the SVN
version of it on SF.net if interested. It's still in design.

Wang Rui
2009/1/13 Vincent Bourdier vincent.bourd...@gmail.com

 Hi,

 Looking for physic/collision application, I would have more information on
 osgNV.

 Does it would work with graphic card which are not NVidia's one ?
 Is it possible to consider this project as an interface for PhysiX (for
 now) for any application, plateform, ... ?

 Thanks,

 Regards,
Vincent.

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!

2009-01-13 Thread Vincent Bourdier
Hi Wang,

Just needed to be sure... Looking at the OSG and Physic/collision
capabilities, I am exploring all the things I'm currently reading mail
archive I kept about collision detection/managment.

Thanks for these details.

Regards,
   Vincent.

2009/1/13 Wang Rui wangra...@gmail.com

 Hi Vincent,
 osgNV only works with nVIDIA devices because of its name. :-)
 Sukender and I are working on another open-source project osgPhysics now to
 support more kinds of physics engines in OSG, which will also replace
 the osgNVPhysx nodekit in a near future. You may have a look at the SVN
 version of it on SF.net if interested. It's still in design.

 Wang Rui
 2009/1/13 Vincent Bourdier vincent.bourd...@gmail.com

 Hi,

 Looking for physic/collision application, I would have more information on
 osgNV.

 Does it would work with graphic card which are not NVidia's one ?
 Is it possible to consider this project as an interface for PhysiX (for
 now) for any application, plateform, ... ?

 Thanks,

 Regards,
Vincent.


 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!

2009-01-13 Thread Sukender
Hi Vincent,

I'd like to add a thing to what Wang said: some physics intergration with OSG 
already have been done (like what Wang did for osgNV, and me for PVLE). But 
osgPhysics will be different in the way it's intended to be integrated in the 
core OSG (if and when it'll be good enough!).
So if you have time, just wait for osgPhysics (or join the project!)... else 
you can try what's existing.

Cheers,

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Tue, 13 Jan 2009 13:03:48 +0100, Vincent Bourdier 
vincent.bourd...@gmail.com a écrit:

 Hi Wang,

 Just needed to be sure... Looking at the OSG and Physic/collision
 capabilities, I am exploring all the things I'm currently reading mail
 archive I kept about collision detection/managment.

 Thanks for these details.

 Regards,
Vincent.

 2009/1/13 Wang Rui wangra...@gmail.com

 Hi Vincent,
 osgNV only works with nVIDIA devices because of its name. :-)
 Sukender and I are working on another open-source project osgPhysics now to
 support more kinds of physics engines in OSG, which will also replace
 the osgNVPhysx nodekit in a near future. You may have a look at the SVN
 version of it on SF.net if interested. It's still in design.

 Wang Rui
 2009/1/13 Vincent Bourdier vincent.bourd...@gmail.com

 Hi,

 Looking for physic/collision application, I would have more information on
 osgNV.

 Does it would work with graphic card which are not NVidia's one ?
 Is it possible to consider this project as an interface for PhysiX (for
 now) for any application, plateform, ... ?

 Thanks,

 Regards,
Vincent.


 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!

2008-12-25 Thread Oleg Dedkow
Hi Wang Rui,

Thank you for the nice library :-)

I checked osgNV from trunk and tried to build it under Linux/g++ 4.3.2. I 
managed it, however there are still two errors 
left:

1) include/osgNVCg/Type, line 80:

The extra 'Type' specifier should be removed from the method declaration.

2) src/osgPlugins/osgNV/IO_VectorArrayParameterValue.cpp:

'cstring' header file should be included, since 'strcmp()' function is not 
visible to g++ without this additional 
include.


Best Regards,

Oleg

Am Donnerstag 18 Dezember 2008 09:05:10 schrieb Wang Rui:
 Hi all,

 osgNV 0.6.2 has been released today, with the integration of the latest Cg
 2.1 runtime, including a new resource manager, new profiles, the support of
 geometry shaders, new sampler uniforms class (cgGLSetTextureParameter), new
 buffer uniforms class (cgSetBufferParameter) and related examples.

 Another important feature of the new release is a preliminary integration
 of OSG and PhysX libraries, which makes it possible now for OSG developers
 to implement collidings, rigid and soft objects, cloth and clothing, fluids
 and many other physics simulations. PhysX is one of the most famous physics
 engines and also part of the nVIDIA functionalities.

 The new module, named osgNVPhysx, is going to support the nVIDIA PhysX and
 even more physics engines (like ODE, Bullet, Newton and so on, because of
 its open structure in design) step by step! Creation and computation of
 rigid actors are provided at present, as the attached image shows.

 The website is:

 http://osgnv.sourceforge.net/

 You may download the latest osgNV tarball at:
 https://sourceforge.net/projects/osgnv/

 The SVN access is also usable:
 *svn co https://osgnv.svn.sourceforge.net/svnroot/osgnv osgnv*

 Already tested on Windows XP SP2, Visual Studio 2008. You will need
 OpenSceneGraph, CMake, nVIDIA Cg (
 http://developer.nvidia.com/object/cg_toolkit.html) and nVIDIA PhysX (
 http://developer.nvidia.com/object/physx.html) if you want to see all the
 latest features. BUILD_PHYSX (the new physics engine support) is off by
 default in CMakeLists.txt, and the osgNVPhysx module has not yet tested on
 GNU/Linux systems. Could anybody help me test it?

 Thanks for advices and suggestions.

 Cheers,

 Wang Rui

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!

2008-12-25 Thread Wang Rui
Hi Oleg,

Thanks. Already fixed and merged into SVN. :)

Wang Rui
2008/12/26 Oleg Dedkow oded...@gmx.de

 Hi Wang Rui,

 Thank you for the nice library :-)

 I checked osgNV from trunk and tried to build it under Linux/g++ 4.3.2. I
 managed it, however there are still two errors
 left:

 1) include/osgNVCg/Type, line 80:

The extra 'Type' specifier should be removed from the method
 declaration.

 2) src/osgPlugins/osgNV/IO_VectorArrayParameterValue.cpp:

'cstring' header file should be included, since 'strcmp()' function is
 not visible to g++ without this additional
 include.


 Best Regards,

 Oleg

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] osgNV 0.6.2 released, with a preliminary physics support!

2008-12-18 Thread Wang Rui
Hi all,

osgNV 0.6.2 has been released today, with the integration of the latest Cg
2.1 runtime, including a new resource manager, new profiles, the support of
geometry shaders, new sampler uniforms class (cgGLSetTextureParameter), new
buffer uniforms class (cgSetBufferParameter) and related examples.

Another important feature of the new release is a preliminary integration of
OSG and PhysX libraries, which makes it possible now for OSG developers to
implement collidings, rigid and soft objects, cloth and clothing, fluids and
many other physics simulations. PhysX is one of the most famous physics
engines and also part of the nVIDIA functionalities.

The new module, named osgNVPhysx, is going to support the nVIDIA PhysX and
even more physics engines (like ODE, Bullet, Newton and so on, because of
its open structure in design) step by step! Creation and computation of
rigid actors are provided at present, as the attached image shows.

The website is:

http://osgnv.sourceforge.net/

You may download the latest osgNV tarball at:
https://sourceforge.net/projects/osgnv/

The SVN access is also usable:
*svn co https://osgnv.svn.sourceforge.net/svnroot/osgnv osgnv*

Already tested on Windows XP SP2, Visual Studio 2008. You will need
OpenSceneGraph, CMake, nVIDIA Cg (
http://developer.nvidia.com/object/cg_toolkit.html) and nVIDIA PhysX (
http://developer.nvidia.com/object/physx.html) if you want to see all the
latest features. BUILD_PHYSX (the new physics engine support) is off by
default in CMakeLists.txt, and the osgNVPhysx module has not yet tested on
GNU/Linux systems. Could anybody help me test it?

Thanks for advices and suggestions.

Cheers,

Wang Rui
attachment: osgnvphysxboxes.JPG___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!

2008-12-18 Thread Jean-Sébastien Guay

Hello Wang Rui,

Nice job, you seem to be progressing nicely with this! I have one small 
comment:


The new module, named osgNVPhysx, is going to support the nVIDIA PhysX 
and even more physics engines (like ODE, Bullet, Newton and so on, 
because of its open structure in design) step by step!


If you intended it to support other physics engines that PhysX, I think 
osgNVPhysx is probably not the best name... osgPhysics would be better, 
as has been suggested in the past, with concrete bindings for PhysX 
(which could then be in another module named osgNVPhysx if you want) and 
any other engine people want to implement.


Other than that, good work, keep it coming!

J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!

2008-12-18 Thread Sukender
Le Thu, 18 Dec 2008 15:08:35 +0100, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com a écrit:

 Hello Wang Rui,

 Nice job, you seem to be progressing nicely with this! I have one small
 comment:

 The new module, named osgNVPhysx, is going to support the nVIDIA PhysX
 and even more physics engines (like ODE, Bullet, Newton and so on,
 because of its open structure in design) step by step!

 If you intended it to support other physics engines that PhysX, I think
 osgNVPhysx is probably not the best name... osgPhysics would be better,
 as has been suggested in the past, with concrete bindings for PhysX
 (which could then be in another module named osgNVPhysx if you want) and
 any other engine people want to implement.

 Other than that, good work, keep it coming!

 J-S


Physics? If someone is about to start the osgPhysics layer, then I'm in!
(For my part, I use ODE)

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!

2008-12-18 Thread Wang Rui
Hi J-S,

Thanks! I'm just wondering to move the base classes of osgNVPhysx into
another namespace, and hatch out more integrations from that, like osgODE,
osgBullet, etc. Members of the base classes, which are not associated with
any physics engines but support most common interfaces to them, include a
singleton manager class, an abstract builder (inherit to initialize/destroy
the engine), an abstract scene (manage the scene), and elements of the scene
(rigid, soft bodies, joints, cloth, fluid...).

I will start to create that osgPhysics namespace and try to make it open and
expandable to most physics engines. Hope a simple framework be done before
the Chinese spring festival :-) But it seems not part of the osgNV
library any more?

Cheers,

Wang Rui
2008/12/18 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com


 If you intended it to support other physics engines that PhysX, I think
 osgNVPhysx is probably not the best name... osgPhysics would be better, as
 has been suggested in the past, with concrete bindings for PhysX (which
 could then be in another module named osgNVPhysx if you want) and any other
 engine people want to implement.


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!

2008-12-18 Thread Wang Rui
Hi Sukender,

The integration of OSG and PhysX is just at its beginning. And I'm also
considering to make an osgPhysics library to support common functionalities
and abstract interfaces for various open-source physics engines. You are
always welcome to join in.

BTW, I'm also interesting in the progress of your osg + audio integration. I
just announced the news that osgAudio was coming some days ago, on the
Chinese mirror of OpenSceneGraph (www.osgchina.org) :-)

Wang Rui
2008/12/18 Sukender suky0...@free.fr


 Physics? If someone is about to start the osgPhysics layer, then I'm in!
 (For my part, I use ODE)

 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
  ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!

2008-12-18 Thread Sukender
Hi Wang Rui,

About physics, maybe we'll start another thread or resurrect the one that deals 
with it? And I guess this would not be a part of osgNV.

About sound, well... for now I use osgAL and I'm beginning to work a little bit 
on it (I was just integrated to the developpers list, I'll commit soon my 
changes). Maybe this going to go slowly to osgAudio we talked about.

Anyway, feel free to email me directly or open threads.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Thu, 18 Dec 2008 16:05:32 +0100, Wang Rui wangra...@gmail.com a écrit:

 Hi Sukender,

 The integration of OSG and PhysX is just at its beginning. And I'm also
 considering to make an osgPhysics library to support common functionalities
 and abstract interfaces for various open-source physics engines. You are
 always welcome to join in.

 BTW, I'm also interesting in the progress of your osg + audio integration. I
 just announced the news that osgAudio was coming some days ago, on the
 Chinese mirror of OpenSceneGraph (www.osgchina.org) :-)

 Wang Rui
 2008/12/18 Sukender suky0...@free.fr


 Physics? If someone is about to start the osgPhysics layer, then I'm in!
 (For my part, I use ODE)

 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
  ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!

2008-12-18 Thread Gerrick Bivins
Hi Wang Rui,
I checked out from subversion and tried building on Mac OSX 10.5.6. If
BUILD_PLUGINS == OFF the build works fine but with BUILD_PLUGINS == ON I
received the following errors :

[ 54%] Building CXX object
src/osgPlugins/osgNV/CMakeFiles/osgdb_osgnv.dir/IO_StateMatrixParameterValue
.o
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp: In function Œbool
StateMatrixParameterValue_readLocalData(osg::Object, osgDB::Input)¹:
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:39: error: ŒTEXTURE_0¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:40: error: ŒTEXTURE_1¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:41: error: ŒTEXTURE_2¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:42: error: ŒTEXTURE_3¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:43: error: ŒCOLOR¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:44: error: ŒMATRIX_0¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:45: error: ŒMATRIX_1¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:46: error: ŒMATRIX_2¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:47: error: ŒMATRIX_3¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:48: error: ŒMATRIX_4¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:49: error: ŒMATRIX_5¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:50: error: ŒMATRIX_6¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:51: error: ŒMATRIX_7¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp: In function Œbool StateMatrixParameterValue_writeLocalData(const
osg::Object, osgDB::Output)¹:
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:78: error: ŒTEXTURE_0¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:80: error: ŒTEXTURE_1¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:82: error: ŒTEXTURE_2¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:84: error: ŒTEXTURE_3¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:86: error: ŒCOLOR¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:88: error: ŒMATRIX_0¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:90: error: ŒMATRIX_1¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:92: error: ŒMATRIX_2¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:94: error: ŒMATRIX_3¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:96: error: ŒMATRIX_4¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:98: error: ŒMATRIX_5¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:100: error: ŒMATRIX_6¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
/Users/gbivins/work/APIs/osgnv/src/osgPlugins/osgNV/IO_StateMatrixParameterV
alue.cpp:102: error: ŒMATRIX_7¹ is not a member of
ŒosgNV::StateMatrixParameterValue¹
make[2]: *** 
[src/osgPlugins/osgNV/CMakeFiles/osgdb_osgnv.dir/IO_StateMatrixParameterValu
e.o] Error 1
make[1]: *** 

Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!

2008-12-18 Thread Wang Rui
Hi Gerrick,

Ah...I'm sorry that I just have done nothing to the plugin project and leave
it alone as what it's like before the 0.6.0 version. The errors have been
resolved in the latest SVN version. And I will add new features (texture and
buffer uniforms) ASAP.
Thank you for suggestions.

Wang Rui
2008/12/19 Gerrick Bivins gbiv...@objectreservoir.com

 Hi Wang Rui,
 I checked out from subversion and tried building on Mac OSX 10.5.6. If
 BUILD_PLUGINS == OFF the build works fine but with BUILD_PLUGINS == ON I
 received the following errors :


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org