Re: [osg-users] [Qt] Zbuffer errors while rotation

2009-08-28 Thread Loic Cayou
As I said it at the beginning, I didn't make the osg code, that explain maybe I 
have miss something.  :-* 

How can I make sure that the camera position corresponds to my model?

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Re: [osg-users] [Qt] Zbuffer errors while rotation

2009-08-28 Thread Loic Cayou
I have seen on another forum:

 
 osg_viewer-getCamera()-setProjectionMatrixAsPerspective(90.0, 1.333, 0.001, 
 100); 
 
 the FOV and aspect ratio parameters are working, but no matter the values i 
 write in the last two parameters, the clip planes distance remains the same.
 any idea?
 
 Try:
 
 osg_viewer-getCamera()-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
 


I didn't know that  :o 
And if I try this, my coordinate system disappear whatever the values of near 
and far :/ Do you know why?

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Re: [osg-users] OSGViewer camera position and external data

2009-08-28 Thread Robert Osfield
Hi Alex,

On Fri, Aug 28, 2009 at 1:26 AM, Alex Malhaofranciskovi...@gmail.com wrote:
 I've compiled the openscenegraph source files (I already tried the new camera 
 position, and it's working well). But, there is one thing that i don't know 
 how to solve. When I try to load a osg map the following message appears:

 Warning: Could not find plugin to read objects from file ..\pics\temp.png.

 How can I solve this issue?

Well just do a search through the archives and you find your
solution... it's another invaluable skill.

Robert.
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Re: [osg-users] [Qt] Zbuffer errors while rotation

2009-08-28 Thread Loic Cayou
Hum,
I try to test the near and far values, with getProjectionMatrixAsPerspective 
and no setComputeNearFarMode. I have values like 1.29547e+08(Near) and 
2.36171e+08(far). I think it's really strange, it isn't it?

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Re: [osg-users] [Qt] Zbuffer errors while rotation

2009-08-28 Thread Loic Cayou
Yeah ! I found the solution  :D 

I don't know why, but the coordinate system was created with vector's values 
like 3000 :/ Maybe to fix a problem in ortho mode.

It's wokrs now :) And surfaces doesn't blinking anyway  ;) 

Thanks a lot.

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Re: [osg-users] OSGViewer camera position and external data

2009-08-28 Thread Trajce Nikolov
the png plugin is based on 3rd party libs. If you have used CMAKE make sure
the path for the 3rd party libs is correct. To me it looks like the png
plugin has not being compiled
Nick

http://www.linkedin.com/in/tnikolov


On Fri, Aug 28, 2009 at 2:26 AM, Alex Malhao franciskovi...@gmail.comwrote:

 Yes, you were right, there was a part missing, my mistake.

 There is one other thing bothering me, I think you might help:

 I've compiled the openscenegraph source  files (I already tried the new
 camera position, and it's working well). But, there is one thing that i
 don't know how to solve. When I try to load a osg map the following message
 appears:

 Warning: Could not find plugin to read objects from file
 ..\pics\temp.png.

 How can I solve this issue?

 Thank you!

 Regards.

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[osg-users] Improvement of QT and OSG compatibility

2009-08-28 Thread Maxim Gammer
Hello,

I've got a proposal to make changes in OSG for better compatibility with QT.

Method's name emit needs to be replaced in namespace osgParticle.

The thing is that emit is a name of the macros in QT. Of course, we can
redefine emit like that:

#ifdef emit

#define MACRO1_SAVE emit

#endif

#undef emit

.#include osg

#ifdef MACRO1_SAVE

#define emit MACRO1_SAVE

#undef MACRO1_SAVE

#endif

, but this solution won't let us use signal/slot stuff.

It seems that QT preprocessor replaces emit in program listing.

The simpliest way to solve that - change method name from emit to
something else. This will let us using signal/slot things in QT.

-- 
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Re: [osg-users] Improvement of QT and OSG compatibility

2009-08-28 Thread Alex Sierra

What about using osg widgets instead?

-- A.

Sent from my iPhone

On Aug 28, 2009, at 6:01 AM, Maxim Gammer maxgam...@gmail.com wrote:


Hello,

I've got a proposal to make changes in OSG for better compatibility  
with QT.


Method's name emit needs to be replaced in namespace osgParticle.

The thing is that emit is a name of the macros in QT. Of course,  
we can redefine emit like that:


#ifdef emit
#define MACRO1_SAVE emit
#endif
#undef emit
.#include osg
#ifdef MACRO1_SAVE
#define emit MACRO1_SAVE
#undef MACRO1_SAVE
#endif

, but this solution won't let us use signal/slot stuff.

It seems that QT preprocessor replaces emit in program listing.

The simpliest way to solve that - change method name from emit to  
something else. This will let us using signal/slot things in QT.


--
Maxim Gammer

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[osg-users] re Paul Martz in osgEphemeris

2009-08-28 Thread osghxl
hi,Paul Martz
Your reply is blank,I hope you can give me some advice.
Thanks
regards,
houxl
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Re: [osg-users] Improvement of QT and OSG compatibility

2009-08-28 Thread Maxim Gammer
Which one is better ?

Adapter Widget + QT is more universal

2009/8/28 Sajjad dosto.wa...@gmail.com

 Hello

 Which one is better ?

 Adapter Widget or OSG Widget ?


 Sajjad


 On Fri, Aug 28, 2009 at 1:39 PM, Alex Sierra algsie...@gmail.com wrote:

 What about using osg widgets instead?

 -- A.

 Sent from my iPhone


 On Aug 28, 2009, at 6:01 AM, Maxim Gammer maxgam...@gmail.com wrote:

  Hello,

 I've got a proposal to make changes in OSG for better compatibility with
 QT.

 Method's name emit needs to be replaced in namespace osgParticle.

 The thing is that emit is a name of the macros in QT. Of course, we can
 redefine emit like that:

 #ifdef emit
 #define MACRO1_SAVE emit
 #endif
 #undef emit
 .#include osg
 #ifdef MACRO1_SAVE
 #define emit MACRO1_SAVE
 #undef MACRO1_SAVE
 #endif

 , but this solution won't let us use signal/slot stuff.

 It seems that QT preprocessor replaces emit in program listing.

 The simpliest way to solve that - change method name from emit to
 something else. This will let us using signal/slot things in QT.

 --
 Maxim Gammer

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-- 
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[osg-users] CityGML

2009-08-28 Thread Sukender
Hi all,

Did anyone worked on a CityGML (even partial) support? I mean a reader/writer 
or anything related.
Of course CityGML is not a scenegraph-like file format, but I guess a 
conversion for visualization may be interesting.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] Improvement of QT and OSG compatibility

2009-08-28 Thread Jolley, Thomas P
Hi Maxim,
 
What was the result of adding -DQT_NO_EMIT to the compilation flags that
Antonin Linares suggested?
 
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg27183.
html
 

Tom Jolley




From: Maxim Gammer [mailto:maxgam...@gmail.com] 
Sent: Friday, August 28, 2009 6:02 AM
To: OpenSceneGraph Users
Subject: [osg-users] Improvement of QT and OSG compatibility


Hello,

I've got a proposal to make changes in OSG for better
compatibility with QT.

Method's name emit needs to be replaced in namespace
osgParticle.

The thing is that emit is a name of the macros in QT. Of
course, we can redefine emit like that:



#ifdef emit

#define MACRO1_SAVE emit

#endif

#undef emit

.#include osg

#ifdef MACRO1_SAVE

#define emit MACRO1_SAVE

#undef MACRO1_SAVE

#endif


, but this solution won't let us use signal/slot stuff.

It seems that QT preprocessor replaces emit in program
listing.

The simpliest way to solve that - change method name from emit
to something else. This will let us using signal/slot things in QT.

-- 
Maxim Gammer



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Re: [osg-users] re Paul Martz in osgEphemeris

2009-08-28 Thread Paul Martz

osghxl wrote:

hi,Paul Martz
Your reply is blank,I hope you can give me some advice.
Thanks
regards,
houxl

Interesting... In my 'sent' folder it appears fine. I've cut and pasted 
my reply below. This time sending as plain text.

-Paul

I have not compiled osgEphemeris, but based on my experience using VS, I 
believe the see previous definition message indicates you are 
#including some header files multiple times, and for some reason they 
are not wrapped with #pragma once (or an equivalent CPP trick).


The inconsistent DLL linkage warning is an indication of either static 
versus dynamic confusion, or the wrong kind of C runtime library. Check 
to make sure the C runtime is set to Debug Multithreaded DLL (for debug 
builds) and Multithreaded DLL (for release). If osgEphemeris uses 
external dependencies, make sure they were built the same way. Finally, 
check to see what the build type of your osgEphemeris project file is, 
and make sure it is a DLL and not a static lib.


The dllimport static error sounds like a declaration issue. Many 
projects (including OSG) use a CPP symbol as a prefix to class and 
function names to be exported from a DLL. It's defined as declspec( 
dllexport ) when building the DLL, and declspec( dllimport ) when 
building an external app that uses the DLL. You should look for such a 
symbol and verify it is being defined correctly. The symbol should be 
defined as nothing only for non VS builds (like OS X or Linux), or if 
specifically building a static lib.


If you put all this together, then I'd guess you are #including a header 
twice, once using dllimport declarations and once again as dllexport.


Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466


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[osg-users] Rotate camera

2009-08-28 Thread Alex Malhao
Hi,

I am trying to move the camera using the osgviewer. The user robertosfield 
already gave me the tipo to change the CameraManipulator, but I am still trying 
to figure out how to do that, is there any tutorial or example that I can see 
to help me? Where (among the source files) can I find this CameraManipulator?

Sorry, but I am quite a noob in osg.

Thank you!

Cheers,
Alex

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Re: [osg-users] Rotate camera

2009-08-28 Thread Tomlinson, Gordon
Look in the source  YOU HAVE IT, 
do a simple search for files with the word  'Manipulator' in the name or
used with in
See the examples theres over 140 of them out the box with OSG in
[OpenSceneGraph]\examples\
Look on the osg web site ( www.openscenegraph.org ) there are many more
examples link and tutorials listed there
Search email archives for previous answers




Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Alex
Malhao
Sent: Friday, August 28, 2009 10:28 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Rotate camera

Hi,

I am trying to move the camera using the osgviewer. The user
robertosfield already gave me the tipo to change the CameraManipulator,
but I am still trying to figure out how to do that, is there any
tutorial or example that I can see to help me? Where (among the source
files) can I find this CameraManipulator?

Sorry, but I am quite a noob in osg.

Thank you!

Cheers,
Alex

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g
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Re: [osg-users] CityGML

2009-08-28 Thread Tomlinson, Gordon
HI 

I'm looking to start add support for CityGML and other OGC parts in the
coming months, 
Sadly if we do this it will be in house and no open source (Sorry) , our
company is does not allows at this time, to contribute things like this
open source projects.
One reason of the last couple of years I have not been able to
contribute as much as I like OSG :(


Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Sukender
Sent: Friday, August 28, 2009 9:25 AM
To: osg-users
Subject: [osg-users] CityGML

Hi all,

Did anyone worked on a CityGML (even partial) support? I mean a
reader/writer or anything related.
Of course CityGML is not a scenegraph-like file format, but I guess a
conversion for visualization may be interesting.

Sukender
PVLE - Lightweight cross-platform game engine -
http://pvle.sourceforge.net/
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Re: [osg-users] Rotate camera

2009-08-28 Thread Ümit Uzun
Hi Alex,

If you want to create your own viewer manipulator you should look at the
other manipulator, for example look at TrackballManipulator and as you can
see it inherits MatrixManipultor and you will do same operation and overload
existing functions which will manipulate your expected viewer motions.
And I attend to Gordon too :)

Regards.

Ümit Uzun


2009/8/28 Tomlinson, Gordon gtomlin...@overwatch.textron.com

 Look in the source  YOU HAVE IT,
 do a simple search for files with the word  'Manipulator' in the name or
 used with in
 See the examples theres over 140 of them out the box with OSG in
 [OpenSceneGraph]\examples\
 Look on the osg web site ( www.openscenegraph.org ) there are many more
 examples link and tutorials listed there
 Search email archives for previous answers




 Gordon
 Product Manager 3d
 __
 Gordon Tomlinson
 Email  : gtomlinson @ overwatch.textron.com
 __


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Alex
 Malhao
 Sent: Friday, August 28, 2009 10:28 AM
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] Rotate camera

 Hi,

 I am trying to move the camera using the osgviewer. The user
 robertosfield already gave me the tipo to change the CameraManipulator,
 but I am still trying to figure out how to do that, is there any
 tutorial or example that I can see to help me? Where (among the source
 files) can I find this CameraManipulator?

 Sorry, but I am quite a noob in osg.

 Thank you!

 Cheers,
 Alex

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Re: [osg-users] re Paul Martz in osgEphemeris

2009-08-28 Thread Tomlinson, Gordon
I have seen the several times in Outlook

1) If you use a reading  opening the message up many times makes the
text appear

2) Sometime is a color theme problem were the text becomes invisible
selecting all and and the Format-Style-Normal show the text

3) Outlook or other reader has issues with the font and or encoding, so
chaning font on all the text can help


Gordon
Product Manager 3d
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Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Martz
Sent: Friday, August 28, 2009 10:05 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] re Paul Martz in osgEphemeris

osghxl wrote:
 hi,Paul Martz
 Your reply is blank,I hope you can give me some advice.
 Thanks
 regards,
 houxl

Interesting... In my 'sent' folder it appears fine. I've cut and pasted
my reply below. This time sending as plain text.
-Paul

I have not compiled osgEphemeris, but based on my experience using VS, I
believe the see previous definition message indicates you are
#including some header files multiple times, and for some reason they
are not wrapped with #pragma once (or an equivalent CPP trick).

The inconsistent DLL linkage warning is an indication of either static
versus dynamic confusion, or the wrong kind of C runtime library. Check
to make sure the C runtime is set to Debug Multithreaded DLL (for debug
builds) and Multithreaded DLL (for release). If osgEphemeris uses
external dependencies, make sure they were built the same way. Finally,
check to see what the build type of your osgEphemeris project file is,
and make sure it is a DLL and not a static lib.

The dllimport static error sounds like a declaration issue. Many
projects (including OSG) use a CPP symbol as a prefix to class and
function names to be exported from a DLL. It's defined as declspec(
dllexport ) when building the DLL, and declspec( dllimport ) when
building an external app that uses the DLL. You should look for such a
symbol and verify it is being defined correctly. The symbol should be
defined as nothing only for non VS builds (like OS X or Linux), or if
specifically building a static lib.

If you put all this together, then I'd guess you are #including a header
twice, once using dllimport declarations and once again as dllexport.

Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466


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[osg-users] problem with ortho2D viewport

2009-08-28 Thread ximo o +









Hello



I'm trying to build a 2D scene with orthographic projection. My problem
is that each time I execute the program, the viewport seems to be
different. I mean each time the quad has different size in the screen.



I'va always used the default viewer before and touching cameras and viewports 
is quite new to me. My not working code is below.



Thank you.



Xim.



int main(int argc, char *argv[]) {

osg::ArgumentParser arguments(argc, argv);

osgViewer::Viewer viewer;



osg::ref_ptrosg::Node root = simpleScene(); // quad with texture



osg::Camera *camera = new osg::Camera;

camera-setProjectionMatrix(osg::Matrix::ortho2D(-10, 10, -10, 10));

camera-setViewport(0, 0, 1280, 1024);

camera-setViewMatrix(osg::Matrix::identity());



viewer.setCamera(camera);

viewer.setSceneData(root.get());



while(!viewer.done()) {

viewer.getCamera()-setViewMatrix(osg::Matrix::identity());

viewer.getCamera()-setViewMatrixAsLookAt(osg::Vec3(0, 0, -10), 
osg::Vec3(0, 0, 0), osg::Vec3(0, 1, 0));

viewer.frame();

}



 return 0;

}





osg::Node *simpleScene(void) {


osg::Image *image = osgDB::readImageFile(tex1.jpg);


osg::Geometry *geom = new osg::Geometry;


osg::Texture2D *t2d = new osg::Texture2D;


t2d-setImage(image);


t2d-setUnRefImageDataAfterApply(true);





osg::StateSet *ss = geom-getOrCreateStateSet();


ss-setTextureAttribute(0, t2d);


ss-setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);





osg::Vec3Array *v = new osg::Vec3Array;


osg::Vec3Array *n = new osg::Vec3Array;


osg::Vec3Array *c = new osg::Vec3Array;


osg::Vec2Array *t = new osg::Vec2Array;


v-push_back(osg::Vec3(-1, -1, 0));


v-push_back(osg::Vec3(1,-1, 0));


v-push_back(osg::Vec3(1, 1, 0));


v-push_back(osg::Vec3(-1, 1, 0));


c-push_back(osg::Vec3(1, 1, 1));


c-push_back(osg::Vec3(1, 1, 1));


c-push_back(osg::Vec3(1, 1, 1));


c-push_back(osg::Vec3(1, 1, 1));


t-push_back(osg::Vec2(0, 0));


t-push_back(osg::Vec2(1, 0));


t-push_back(osg::Vec2(1, 1));


t-push_back(osg::Vec2(0, 1));


n-push_back(osg::Vec3(0, 0, -1));


geom-setVertexArray(v);


geom-setColorArray(c);


geom-setColorBinding(osg::Geometry::BIND_PER_VERTEX);


geom-setNormalArray(n);


geom-setNormalBinding(osg::Geometry::BIND_OVERALL);


geom-setTexCoordArray(0, t);





geom-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, 
v-size()));


osg::Geode *geode = new osg::Geode;


geode-addDrawable(geom);


return geode;


}
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Re: [osg-users] osg-users Digest, Vol 26, Issue 64

2009-08-28 Thread Bob Youmans
What I did was make my own manipulator derived from MatrixManipulator, then
add it to the switch manipulator in the view.  Then set it to be the one I
want.  Then in the handle for the events (my event of interest is each
FRAME) I set the matrix by grabbing computePosition from the original
MatrixManipulator and modify it to do what I want (e.g., step close each
FRAME or rotate each FRAME by .1 deg), to make a series of images for
further analysis.

I switch out the manipulators when the user clicks the go button, etc.
switch it back when he cancels or it finishes.

Hope this helps,

Bob

-Original Message-
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[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
osg-users-requ...@lists.openscenegraph.org
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To: osg-users@lists.openscenegraph.org
Subject: osg-users Digest, Vol 26, Issue 64

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Re: [osg-users] problem with ortho2D viewport

2009-08-28 Thread Paul Martz




ximo o + wrote:

   while(!viewer.done()) {
  viewer.getCamera()-setViewMatrix(osg::Matrix::identity());
  viewer.getCamera()-setViewMatrixAsLookAt(osg::Vec3(0, 0,
-10), osg::Vec3(0, 0, 0), osg::Vec3(0, 1, 0));
  viewer.frame();
 }
  

Hi -- Try changing your main loop to this:
while( !viewer.done()) {
 viewer.frame();
}

Based on what you said you are trying to do, the two lines I removed
just don't make sense, so I don't know why you have them there.
 -Paul



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Re: [osg-users] [Qt] Zbuffer errors while rotation

2009-08-28 Thread Jason Daly

Loic Cayou wrote:
Yeah ! I found the solution  :D 


I don't know why, but the coordinate system was created with vector's values 
like 3000 :/ Maybe to fix a problem in ortho mode.

It's wokrs now :) And surfaces doesn't blinking anyway  ;) 
  


Glad you figured it out.  :-)

--J

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Re: [osg-users] re Paul Martz in osgEphemeris

2009-08-28 Thread Pierre BOURDIN
Hi all,
I believe you should use the last version from openscenegraph svn:
http://www.openscenegraph.org/svn/osgEphemeris/

You have maybe tried the oldCVS from Don's AndesEnginnering version...

Cheers, Pierre

2009/8/28 Tomlinson, Gordon gtomlin...@overwatch.textron.com

 I have seen the several times in Outlook

 1) If you use a reading  opening the message up many times makes the
 text appear

 2) Sometime is a color theme problem were the text becomes invisible
 selecting all and and the Format-Style-Normal show the text

 3) Outlook or other reader has issues with the font and or encoding, so
 chaning font on all the text can help


 Gordon
 Product Manager 3d
 __
 Gordon Tomlinson
 Email  : gtomlinson @ overwatch.textron.com
 __


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
 Martz
 Sent: Friday, August 28, 2009 10:05 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] re Paul Martz in osgEphemeris

 osghxl wrote:
  hi,Paul Martz
  Your reply is blank,I hope you can give me some advice.
  Thanks
  regards,
  houxl
 
 Interesting... In my 'sent' folder it appears fine. I've cut and pasted
 my reply below. This time sending as plain text.
 -Paul

 I have not compiled osgEphemeris, but based on my experience using VS, I
 believe the see previous definition message indicates you are
 #including some header files multiple times, and for some reason they
 are not wrapped with #pragma once (or an equivalent CPP trick).

 The inconsistent DLL linkage warning is an indication of either static
 versus dynamic confusion, or the wrong kind of C runtime library. Check
 to make sure the C runtime is set to Debug Multithreaded DLL (for debug
 builds) and Multithreaded DLL (for release). If osgEphemeris uses
 external dependencies, make sure they were built the same way. Finally,
 check to see what the build type of your osgEphemeris project file is,
 and make sure it is a DLL and not a static lib.

 The dllimport static error sounds like a declaration issue. Many
 projects (including OSG) use a CPP symbol as a prefix to class and
 function names to be exported from a DLL. It's defined as declspec(
 dllexport ) when building the DLL, and declspec( dllimport ) when
 building an external app that uses the DLL. You should look for such a
 symbol and verify it is being defined correctly. The symbol should be
 defined as nothing only for non VS builds (like OS X or Linux), or if
 specifically building a static lib.

 If you put all this together, then I'd guess you are #including a header
 twice, once using dllimport declarations and once again as dllexport.

 Paul Martz
 Skew Matrix Software LLC
 _http://www.skew-matrix.com_ http://www.skew-matrix.com/
 +1 303 859 9466


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Re: [osg-users] Improvement of QT and OSG compatibility

2009-08-28 Thread Maxim Gammer
Hi Tom,

this solution won't let us use signal/slot stuff (

2009/8/28 Jolley, Thomas P thomas.p.jol...@boeing.com

  Hi Maxim,

 What was the result of adding -DQT_NO_EMIT to the compilation flags that
 Antonin Linares suggested?


 http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg27183.html

 
 Tom Jolley

  --
 *From:* Maxim Gammer [mailto:maxgam...@gmail.com]
 *Sent:* Friday, August 28, 2009 6:02 AM
 *To:* OpenSceneGraph Users
 *Subject:* [osg-users] Improvement of QT and OSG compatibility

 Hello,

 I've got a proposal to make changes in OSG for better compatibility with
 QT.

 Method's name emit needs to be replaced in namespace osgParticle.

 The thing is that emit is a name of the macros in QT. Of course, we can
 redefine emit like that:

 #ifdef emit

 #define MACRO1_SAVE emit

 #endif

 #undef emit

 .#include osg

 #ifdef MACRO1_SAVE

 #define emit MACRO1_SAVE

 #undef MACRO1_SAVE

 #endif

 , but this solution won't let us use signal/slot stuff.

 It seems that QT preprocessor replaces emit in program listing.

 The simpliest way to solve that - change method name from emit to
 something else. This will let us using signal/slot things in QT.

 --
 Maxim Gammer


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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




-- 
Maxim Gammer
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[osg-users] Semi-OT: Linux OpenGL driver job opening

2009-08-28 Thread Chris 'Xenon' Hanson
  Someone contacted me (off-list) about a job doing Linux OpenGL driver 
development,
full-time, location: flexible/work at home. If anybody is interested in this 
job, contact
me privately and I'll put you in touch.

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
There is no Truth. There is only Perception. To Perceive is to Exist. - Xen
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Re: [osg-users] Improvement of QT and OSG compatibility

2009-08-28 Thread D.J. Caldwell
Hi, Maxim,

Qt can be built and used with a no_keywords flag so that Qt does not
redefine the names emit, signal, or slot.  One uses Q_EMIT, Q_SIGNAL,
and Q_SLOT instead.

The no_keywords flag exists so that Qt doesn't cause interference with
3rd party signal/slot mechanisms, but I think it applies here in
principle (that being, Qt and OSG are conflicting).

Check out the Qt documentation and headers for how this works in
practice.  no_keywords may be more viable than forcing the change on
OSG (or other packages).

I hope this helps.

D.J.

On Fri, Aug 28, 2009 at 12:37 PM, Maxim Gammermaxgam...@gmail.com wrote:
 Hi Tom,

 this solution won't let us use signal/slot stuff (

 2009/8/28 Jolley, Thomas P thomas.p.jol...@boeing.com

 Hi Maxim,

 What was the result of adding -DQT_NO_EMIT to the compilation flags that
 Antonin Linares suggested?


 http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg27183.html

 
 Tom Jolley

 
 From: Maxim Gammer [mailto:maxgam...@gmail.com]
 Sent: Friday, August 28, 2009 6:02 AM
 To: OpenSceneGraph Users
 Subject: [osg-users] Improvement of QT and OSG compatibility

 Hello,

 I've got a proposal to make changes in OSG for better compatibility with
 QT.

 Method's name emit needs to be replaced in namespace osgParticle.

 The thing is that emit is a name of the macros in QT. Of course, we can
 redefine emit like that:

 #ifdef emit

 #define MACRO1_SAVE emit

 #endif

 #undef emit

 .#include osg

 #ifdef MACRO1_SAVE

 #define emit MACRO1_SAVE

 #undef MACRO1_SAVE

 #endif

 , but this solution won't let us use signal/slot stuff.

 It seems that QT preprocessor replaces emit in program listing.

 The simpliest way to solve that - change method name from emit to
 something else. This will let us using signal/slot things in QT.

 --
 Maxim Gammer


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




 --
 Maxim Gammer


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Re: [osg-users] Improvement of QT and OSG compatibility

2009-08-28 Thread D.J. Caldwell
Hi, everyone.

I'm sorry, no_keywords may be more than some people bargin for.  What
I mentioned is true, but there are other side effects.  Specifically,
Qt may redefine foreach and forever unless no_keywords is used (they
provide Q_FOREACH and Q_FOREVER as alternatives).

I'm not trying to confuse the issue here (emit and signals/slots), but
I didn't want anyone caught off guard by unexpected side effects.

As always, I recommend reading the documentation and headers for best
results (which is fairly useful in this case).

D.J.

On Fri, Aug 28, 2009 at 2:42 PM, D.J. Caldwelldlcaldwel...@gmail.com wrote:
 Hi, Maxim,

 Qt can be built and used with a no_keywords flag so that Qt does not
 redefine the names emit, signal, or slot.  One uses Q_EMIT, Q_SIGNAL,
 and Q_SLOT instead.

 The no_keywords flag exists so that Qt doesn't cause interference with
 3rd party signal/slot mechanisms, but I think it applies here in
 principle (that being, Qt and OSG are conflicting).

 Check out the Qt documentation and headers for how this works in
 practice.  no_keywords may be more viable than forcing the change on
 OSG (or other packages).

 I hope this helps.

 D.J.

 On Fri, Aug 28, 2009 at 12:37 PM, Maxim Gammermaxgam...@gmail.com wrote:
 Hi Tom,

 this solution won't let us use signal/slot stuff (

 2009/8/28 Jolley, Thomas P thomas.p.jol...@boeing.com

 Hi Maxim,

 What was the result of adding -DQT_NO_EMIT to the compilation flags that
 Antonin Linares suggested?


 http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg27183.html

 
 Tom Jolley

 
 From: Maxim Gammer [mailto:maxgam...@gmail.com]
 Sent: Friday, August 28, 2009 6:02 AM
 To: OpenSceneGraph Users
 Subject: [osg-users] Improvement of QT and OSG compatibility

 Hello,

 I've got a proposal to make changes in OSG for better compatibility with
 QT.

 Method's name emit needs to be replaced in namespace osgParticle.

 The thing is that emit is a name of the macros in QT. Of course, we can
 redefine emit like that:

 #ifdef emit

 #define MACRO1_SAVE emit

 #endif

 #undef emit

 .#include osg

 #ifdef MACRO1_SAVE

 #define emit MACRO1_SAVE

 #undef MACRO1_SAVE

 #endif

 , but this solution won't let us use signal/slot stuff.

 It seems that QT preprocessor replaces emit in program listing.

 The simpliest way to solve that - change method name from emit to
 something else. This will let us using signal/slot things in QT.

 --
 Maxim Gammer


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




 --
 Maxim Gammer


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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



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Re: [osg-users] Improvement of QT and OSG compatibility

2009-08-28 Thread Maxim Gammer
thanks!

config += no_keywords

all works fine!


2009/8/29 D.J. Caldwell dlcaldwel...@gmail.com

 Hi, everyone.

 I'm sorry, no_keywords may be more than some people bargin for.  What
 I mentioned is true, but there are other side effects.  Specifically,
 Qt may redefine foreach and forever unless no_keywords is used (they
 provide Q_FOREACH and Q_FOREVER as alternatives).

 I'm not trying to confuse the issue here (emit and signals/slots), but
 I didn't want anyone caught off guard by unexpected side effects.

 As always, I recommend reading the documentation and headers for best
 results (which is fairly useful in this case).

 D.J.

 On Fri, Aug 28, 2009 at 2:42 PM, D.J. Caldwelldlcaldwel...@gmail.com
 wrote:
  Hi, Maxim,
 
  Qt can be built and used with a no_keywords flag so that Qt does not
  redefine the names emit, signal, or slot.  One uses Q_EMIT, Q_SIGNAL,
  and Q_SLOT instead.
 
  The no_keywords flag exists so that Qt doesn't cause interference with
  3rd party signal/slot mechanisms, but I think it applies here in
  principle (that being, Qt and OSG are conflicting).
 
  Check out the Qt documentation and headers for how this works in
  practice.  no_keywords may be more viable than forcing the change on
  OSG (or other packages).
 
  I hope this helps.
 
  D.J.
 
  On Fri, Aug 28, 2009 at 12:37 PM, Maxim Gammermaxgam...@gmail.com
 wrote:
  Hi Tom,
 
  this solution won't let us use signal/slot stuff (
 
  2009/8/28 Jolley, Thomas P thomas.p.jol...@boeing.com
 
  Hi Maxim,
 
  What was the result of adding -DQT_NO_EMIT to the compilation flags
 that
  Antonin Linares suggested?
 
 
 
 http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg27183.html
 
  
  Tom Jolley
 
  
  From: Maxim Gammer [mailto:maxgam...@gmail.com]
  Sent: Friday, August 28, 2009 6:02 AM
  To: OpenSceneGraph Users
  Subject: [osg-users] Improvement of QT and OSG compatibility
 
  Hello,
 
  I've got a proposal to make changes in OSG for better compatibility
 with
  QT.
 
  Method's name emit needs to be replaced in namespace osgParticle.
 
  The thing is that emit is a name of the macros in QT. Of course, we
 can
  redefine emit like that:
 
  #ifdef emit
 
  #define MACRO1_SAVE emit
 
  #endif
 
  #undef emit
 
  .#include osg
 
  #ifdef MACRO1_SAVE
 
  #define emit MACRO1_SAVE
 
  #undef MACRO1_SAVE
 
  #endif
 
  , but this solution won't let us use signal/slot stuff.
 
  It seems that QT preprocessor replaces emit in program listing.
 
  The simpliest way to solve that - change method name from emit to
  something else. This will let us using signal/slot things in QT.
 
  --
  Maxim Gammer
 
 
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 
 
  --
  Maxim Gammer
 
 
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[osg-users] Find starting index of drawarray primitive set

2009-08-28 Thread Stephen Nelson
Hi,
I have been working with osg for a bit.  For my project, I am loading a file 
and then going through the nodes and reading the vertex information in order to 
render the model for a game plugin.  I know, killing a cricket with a nuke.

I have it working well, but have hit a stumbling block and would like some help.

Example: my file I am loading contains this:

Geometry{
   DataVariance STATIC
   useDisplayList TRUE
   useVertexBufferObjects FALSE
   PrimitiveSets 6
   {
   DrawElementsUByte TRIANGLE_FAN 4
   {
  2 3 0 1
   }
   DrawElementsUByte TRIANGLE_FAN 4
   {
  5 6 7 4
   }
   DrawElementsUByte TRIANGLE_FAN 4
   {
  8 9 10 11
   }
   DrawElementsUByte TRIANGLE_FAN 4
   {
  12 13 14 15
   }
   DrawArrays TRIANGLES 16 27153
   DrawArrays QUADS 27169 10624
}

For my project to work, I need to be able to access the values 16 and 27169 of 
the DrawArrays lines.  
I've found how to access all other values and I am using them with success.
Up until now, i've just hard coded the values to render the model.

Any ideas how to get these values? I don't see a get method in Geometry or 
PrimitiveSet that returns what I am looking for. I'm stuck.

... 

Thank you!

Cheers,
Stephen[/code]

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[osg-users] Rethinking 3rd party dependencies?

2009-08-28 Thread Philip Lowman
While poring over thread after thread dealing with build dependencies on
Windows I had a weird thought a while back: computers are fast these days,
why not just build everything (including 3rd party dependencies) from
source?

The way I see it, issues on Windows are going to get worse far before they
get any better.  Issues like:
1. Differing compiler versions (MSVC 7.1/8/9, MinGW 3.4/4.4)
2. The need for Debug libraries with certain compilers
3. The need for 32 and/or 64-bit libraries
4. The occasional need for a complete static build
5. The need/desire for some people to compile with /MT or _SECURE_SCL=0 on
MSVC
...are likely not to be going away anytime soon and they can create a
confusing ecosystem.  Also, security issues  library bugfixes tend to get
ignored once someone has that prebuilt library sitting off in CM somewhere.

So I cmakeified libpng, zlib, and libjpeg (building on some work previously
done by Luigi Calori and others) and wrapped them in ZIP files called
CMakeports.  The three put together take about 5 seconds total to build on
my 3 year old core2 duo.  They are available at the website below.

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

I've integrated and tested* the 3 ports with OSG using osgviewer --image,
and things seem to be working fine.  I'd like to submit this to
osg-submissions assuming there is enough interest in the idea.  I'm doubtful
this could satisfy 100% of the dependencies people might want to use with
the OSG, but I'm optimistic it could cover the major ones (png, jpg, zlib,
tiff,  freetype seem like no-brainers to me).

* I have tested:
MSVC9 32-bit DYNAMIC_OPENSCENEGRAPH=ON (Debug  Release)
MinGW 3.4.
* I have partially tested:
MSVC9 32-bit DYNAMIC_OPENSCENEGRAPH=OFF (code compiles but haven't tried
building/linking a custom viewer)
* I have not tested:
MSVC8
MSVC9 64-bit
MinGW 4.4.0

-- 
Philip Lowman


cmakeports_osg.patch
Description: Binary data
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Re: [osg-users] Find starting index of drawarray primitive set

2009-08-28 Thread Jason Daly

Stephen Nelson wrote:

Hi,
I have been working with osg for a bit.  For my project, I am loading a file 
and then going through the nodes and reading the vertex information in order to 
render the model for a game plugin.  I know, killing a cricket with a nuke.

I have it working well, but have hit a stumbling block and would like some help.

Example: my file I am loading contains this:

Geometry{
   DataVariance STATIC
   useDisplayList TRUE
   useVertexBufferObjects FALSE
   PrimitiveSets 6
   {
   DrawElementsUByte TRIANGLE_FAN 4
   {
  2 3 0 1
   }
   DrawElementsUByte TRIANGLE_FAN 4
   {
  5 6 7 4
   }
   DrawElementsUByte TRIANGLE_FAN 4
   {
  8 9 10 11
   }
   DrawElementsUByte TRIANGLE_FAN 4
   {
  12 13 14 15
   }
   DrawArrays TRIANGLES 16 27153
   DrawArrays QUADS 27169 10624
}

For my project to work, I need to be able to access the values 16 and 27169 of the DrawArrays lines.  
  


Hi, Stephen,

I'm not sure exactly where you got stuck, so I'll explain it from the 
beginning and you can ignore the stuff you already know  :-)


PrimitiveSet is an abstract class, and there are several subclasses of 
it.  As you've seen, one of them is DrawArrays (the others being 
DrawArrayLengths, and the three DrawElements* classes).  Once you get 
the PrimitiveSet in question from the Geometry, you'll have to cast it 
to the appropriate concrete subclass, and then you can get the values 
you want.  Like this:


drawArrays = dynamic_castosg::DrawArrays(primSet);
if (drawArrays != NULL)
{
   primitiveMode = drawArrays-getMode()
   firstVertex = drawArrays-getFirst();
   vertexCount = drawArrays-getCount();
}


--J
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Re: [osg-users] Rethinking 3rd party dependencies?

2009-08-28 Thread sherman wilcox
I build *everything* from source. I use Python scripts to automate the
process too. It's relatively straightforward to setup and is very
reliable. Fully automated. I can call one Python script that will
check out all source code, compile all OSG and project specific
dependencies, compile OSG, compile my application(s) and issue a
release. Python is awesome. Could do the same thing with Perl but once
I started to use Python I never looked back. Using CMake from the
command line is easy as well - very straightforward.

I highly recommend compiling all from source.

On Fri, Aug 28, 2009 at 5:46 PM, Philip Lowmanphi...@yhbt.com wrote:
 While poring over thread after thread dealing with build dependencies on
 Windows I had a weird thought a while back: computers are fast these days,
 why not just build everything (including 3rd party dependencies) from
 source?

 The way I see it, issues on Windows are going to get worse far before they
 get any better.  Issues like:
 1. Differing compiler versions (MSVC 7.1/8/9, MinGW 3.4/4.4)
 2. The need for Debug libraries with certain compilers
 3. The need for 32 and/or 64-bit libraries
 4. The occasional need for a complete static build
 5. The need/desire for some people to compile with /MT or _SECURE_SCL=0 on
 MSVC
 ...are likely not to be going away anytime soon and they can create a
 confusing ecosystem.  Also, security issues  library bugfixes tend to get
 ignored once someone has that prebuilt library sitting off in CM somewhere.

 So I cmakeified libpng, zlib, and libjpeg (building on some work previously
 done by Luigi Calori and others) and wrapped them in ZIP files called
 CMakeports.  The three put together take about 5 seconds total to build on
 my 3 year old core2 duo.  They are available at the website below.

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

 I've integrated and tested* the 3 ports with OSG using osgviewer --image,
 and things seem to be working fine.  I'd like to submit this to
 osg-submissions assuming there is enough interest in the idea.  I'm doubtful
 this could satisfy 100% of the dependencies people might want to use with
 the OSG, but I'm optimistic it could cover the major ones (png, jpg, zlib,
 tiff,  freetype seem like no-brainers to me).

 * I have tested:
 MSVC9 32-bit DYNAMIC_OPENSCENEGRAPH=ON (Debug  Release)
 MinGW 3.4.
 * I have partially tested:
 MSVC9 32-bit DYNAMIC_OPENSCENEGRAPH=OFF (code compiles but haven't tried
 building/linking a custom viewer)
 * I have not tested:
 MSVC8
 MSVC9 64-bit
 MinGW 4.4.0

 --
 Philip Lowman

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Re: [osg-users] Rethinking 3rd party dependencies?

2009-08-28 Thread Tomlinson, Gordon
We also build every thing including all third party and all their dependenacies 
from source both 32 bit and 64 bit. 
in the end it simply makes life easier
 



From: osg-users-boun...@lists.openscenegraph.org on behalf of sherman wilcox
Sent: Sat 8/29/2009 12:49 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Rethinking 3rd party dependencies?



I build *everything* from source. I use Python scripts to automate the
process too. It's relatively straightforward to setup and is very
reliable. Fully automated. I can call one Python script that will
check out all source code, compile all OSG and project specific
dependencies, compile OSG, compile my application(s) and issue a
release. Python is awesome. Could do the same thing with Perl but once
I started to use Python I never looked back. Using CMake from the
command line is easy as well - very straightforward.

I highly recommend compiling all from source.

On Fri, Aug 28, 2009 at 5:46 PM, Philip Lowmanphi...@yhbt.com wrote:
 While poring over thread after thread dealing with build dependencies on
 Windows I had a weird thought a while back: computers are fast these days,
 why not just build everything (including 3rd party dependencies) from
 source?

 The way I see it, issues on Windows are going to get worse far before they
 get any better.  Issues like:
 1. Differing compiler versions (MSVC 7.1/8/9, MinGW 3.4/4.4)
 2. The need for Debug libraries with certain compilers
 3. The need for 32 and/or 64-bit libraries
 4. The occasional need for a complete static build
 5. The need/desire for some people to compile with /MT or _SECURE_SCL=0 on
 MSVC
 ...are likely not to be going away anytime soon and they can create a
 confusing ecosystem.  Also, security issues  library bugfixes tend to get
 ignored once someone has that prebuilt library sitting off in CM somewhere.

 So I cmakeified libpng, zlib, and libjpeg (building on some work previously
 done by Luigi Calori and others) and wrapped them in ZIP files called
 CMakeports.  The three put together take about 5 seconds total to build on
 my 3 year old core2 duo.  They are available at the website below.

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

 I've integrated and tested* the 3 ports with OSG using osgviewer --image,
 and things seem to be working fine.  I'd like to submit this to
 osg-submissions assuming there is enough interest in the idea.  I'm doubtful
 this could satisfy 100% of the dependencies people might want to use with
 the OSG, but I'm optimistic it could cover the major ones (png, jpg, zlib,
 tiff,  freetype seem like no-brainers to me).

 * I have tested:
 MSVC9 32-bit DYNAMIC_OPENSCENEGRAPH=ON (Debug  Release)
 MinGW 3.4.
 * I have partially tested:
 MSVC9 32-bit DYNAMIC_OPENSCENEGRAPH=OFF (code compiles but haven't tried
 building/linking a custom viewer)
 * I have not tested:
 MSVC8
 MSVC9 64-bit
 MinGW 4.4.0

 --
 Philip Lowman

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