Re: [osg-users] Cocoa, ImageIO help needed

2010-03-31 Thread stefan nortd
Hi stephan, Nice, this totally took care of the Carbon referencing issues. I ran into a couple of Cocoa related linking errors but only because I forgot to link to the cocoa framework. Just a heads up for people following this path. Thank you! stefan -- Read this topic online

Re: [osg-users] 2.8.3-rc2 tagged

2010-03-31 Thread stefan nortd
Hi paul, Your description sounds right. And yes the name clash with the fbs plugin was just an assumption after doing a string search in the sources. In terms of wrapping the plugins (eg: 3ds) in a namespace. I am not sure how this would be done without breaking code. I feel like I just know

[osg-users] ffmpeg plugin on osx

2010-03-31 Thread stefan nortd
Hi, Has anybody compiled ffmpeg sucessfully to work with osg-2.8.3-rc2? When building the osgmovie example I keep getting the attached linker errors no matter how I seem to compile ffmpeg. I tried both i386 and x86_64, building everything from scratch. I have a feeling though the ffmpeg

Re: [osg-users] 2.8.3-rc2 tagged

2010-03-30 Thread stefan nortd
Hi Paul, I have a linker problem with the latest rc2 that I did not have with 2.8.2. Code: ld: duplicate symbol PrimitiveIndexWriter::drawArrays(unsigned int, int, int)in /Users/noema/Development/git/VirtualAwesome/libs/osg-osx/lib/libosgdb_obj.a(OBJWriterNodeVisitor.o) and

[osg-users] Cocoa, ImageIO help needed

2010-03-30 Thread stefan nortd
Hi, I am trying to move to imageio and cocoa but am still unclear how to do this. I just downloaded the 2.8.3-rc2 and build everything fine with imageio and cocoa enabled. Only when I try to use the new libs with my apps I get a linker error that indicates that Carbon is still configured:

Re: [osg-users] Mac OS X Snow Leopard

2009-11-03 Thread stefan nortd
If you switch your xcode-projects to gcc 4.0 the current 2.8.x source builds fine for 10.4 on Snow Leopard. Nope, switching to gcc 4.0 does not make any difference for me. And BTW there is no 10.4 SDK on snow leopard. /stefan stefan hechenberger

Re: [osg-users] Mac OS X Snow Leopard

2009-11-03 Thread stefan nortd
sth wrote: stefan nortd schrieb: Nope, switching to gcc 4.0 does not make any difference for me. And BTW there is no 10.4 SDK on snow leopard. It's an install option when installing xcode. Stephan ___ osg-users mailing list http

Re: [osg-users] layering of text and geometry in a 2.5D setup

2009-11-02 Thread stefan nortd
I think I have solved the issue. It turns out that if I simply set a render bin index on all my nodes that contain an osgText, things work as expected. Surprisingly I don't need to set the osg::StateSet::OVERRIDE_RENDERBIN_DETAILS. I would assume this is normal behavior. I think my main error

Re: [osg-users] Mac OS X Snow Leopard

2009-11-02 Thread stefan nortd
(still figuring out how the mailing list is connected to the forum) hey paul, I needed to apply the patches for building osg against either SDK. It's not exactly clear to me which change in Snow Leopard makes this necessary. Even with the same xcode, gcc, and 10.5 SDK the osg 2.8.2 does not

Re: [osg-users] layering of text and geometry in a 2.5D setup

2009-10-26 Thread stefan nortd
Thanks Paul, Jeremy, So after some contemplation I am pretty sure I want to use the painter's layering. The reason is that if for example I want to rotate a panel in front of another one I don't want it to intersect with panals behind it. I could use orthographic projection and dynamically

Re: [osg-users] layering of text and geometry in a 2.5D setup

2009-10-26 Thread stefan nortd
How does this look like ... Code: PositionAttitudeTransform { UniqueID PositionAttitudeTransform_15 nodeMask 0x cullingActive TRUE StateSet { UniqueID StateSet_16 rendering_hint DEFAULT_BIN renderBinMode INHERIT GL_LIGHTING OFF

Re: [osg-users] layering of text and geometry in a 2.5D setup

2009-10-25 Thread stefan nortd
Hey Paul, Jeremy, So, text is in the transparent RenderBin. Hmm that makes sense. I was hoping there is simple explanation. I guess I could use depth testing. The main problem I had with this was to come up with a fairly simple algorithm to determine the z position. It would mean to layer the

[osg-users] layering of text and geometry in a 2.5D setup

2009-10-24 Thread stefan nortd
Hi, I am working on a widget system and have problems with how osgText:Text is layered. My text always ends up above the geometry. I have a root node that has depth testing disabled. Under it is a hierachy of rectangle-like panels. Some of them have text labels. All my geometry layers as

[osg-users] mouse pointer hiding and fullscreen mode

2009-10-04 Thread stefan nortd
Hi, I am working on an app that runs fullscreen with multiple mouses attached. I read out the mouse positions and draw the pointers myself. The problem I have is twofold: (1) GraphicsWindow::showCursor(bool) call does not seem to work on OSX/Carbon. When calling it it actually crashes the

Re: [osg-users] mouse pointer hiding and fullscreen mode

2009-10-04 Thread stefan nortd
Thanks Stephan for the hints, I know a lot more now. Turns out the crash was totally my fault, so please ignore. I have also poked around GraphicsWindowCarbon.cpp and think I have a pretty good idea whats going on under the hood. ad (1) GraphicsWindow::showCursor(bool) still does not work. I

Re: [osg-users] [build] OSX 10.6.1 Snow Leopard woes

2009-10-03 Thread stefan nortd
Hi Eric, I just wanted to try building with Cocoa and ImageIO. I think you forgot to attach the file. Do you mind loading it up again. Thank you! Cheers, stefan stefan hechenberger http://linear.nortd.com -- Read this topic online here:

Re: [osg-users] [build] OSX 10.6.1 Snow Leopard woes

2009-10-03 Thread stefan nortd
Thanks Erik, Seems like the attachment did not come through on the forum. I got it now and it's very helpful. Updating the Atomic file got rid of some problems. I am still banging my head at compiling on Snow Leopard. I must have tried 12 different configurations so far, 64 and 32 bit both

Re: [osg-users] [build] OSX 10.6.1 Snow Leopard woes

2009-10-03 Thread stefan nortd
yes! success! You rock! I can finally compile osg on snow leopard! What's better I can compile it in any configuration I need to. To recap, I needed to apply two fixes to the sources. First erik's Atomic patch: Code: /* -*-c++-*- OpenThreads library, Copyright (C) 2008 The Open Thread

Re: [osg-users] [build] OSX 10.6.1 Snow Leopard woes

2009-10-03 Thread stefan nortd
For completeness here is another patch I needed for building a cocoa-based osg 2.9-svn with sdk 10.6. in DarwinUtils.mm there are a couple of 'ID' that should be 'id' like in -(void) show: (ID) data; -(void) hide: (ID) data; should be -(void) show: (id) data; -(void) hide: (id) data; Thank

Re: [osg-users] [build] OSX 10.6.1 Snow Leopard woes

2009-09-16 Thread stefan nortd
Hi Eric, Thanks for the hints. I was able to build osg for the most part now (i386, 10.5 sdk). I did not figure out why the int32_t typedef was missing though. I simple changed it in line 70 of the Atomic header file to singed long int. This did the trick for building osg with xcode. Code:

[osg-users] [osgPlugins] bmp load vertically flipped

2009-09-03 Thread stefan nortd
Hi, I have been doing some image stuff lately. JPEGs and PNGs load right but BMPs are upside down. Is this a feature or a bug? At the moment I am doing this for remedy: Code: osg::Image* image = osgDB::readImageFile(filename); if(filename.substr(filename.length()-3) == bmp) {

Re: [osg-users] [osgPlugins] bmp load vertically flipped

2009-09-03 Thread stefan nortd
hey ulrich, I am not sure I understand. I am loading a bmp and use it as a texture on a quad. I use the same texture coordinates for various image types but only the bmp displays upside down. stefan stefan hechenberger http://linear.nortd.com -- Read

Re: [osg-users] [osgPlugins] bmp load vertically flipped

2009-09-03 Thread stefan nortd
Granted that different image types store pixels differently I would still assume that the image loader should nevertheless be consistent across different image format. I guess this is an assumption that depends how low-level one approaches pixel data. So I record it is not a bug in the image

Re: [osg-users] [osgPlugins] Using Plugins Statically Linker Problem

2009-08-31 Thread stefan nortd
Thanks Robert, It turns out that USE_OSGPLUGIN is working fine for osgdb_png and osgdb_jpeg. I was simply not aware that I had to link againg libpng.lib ang libjpeg.lib. I though since I compiled osg statically all the support lib symbols are therefore in the osgdb_png/jpeg files. On linux I

[osg-users] [osgPlugins] Using Plugins Statically Linker Problem

2009-08-30 Thread stefan nortd
Hi, I am currently using osg statically and cross-platform. I have been pretty happy with how it worked out but have recently run into problems with certain plugins. Freetype works fine but png or jpeg does not with VS2008. I do the usual USE_OSGPLUGIN(png); and am also setting the path to

Re: [osg-users] [build] Building a Simple Viewer

2009-08-03 Thread stefan nortd
Hi, I am pretty experienced with C++ but ran into the Config header file problem a while back as well. When you build OSG yourself it is created by the install phase not the build phase. So you run into this problem if you do one of the following: - forget to run the install phase - use the

Re: [osg-users] [build] building OSG as static library

2009-07-21 Thread stefan nortd
Cool just wanted to report that the windows issue got resolved with the 2.8.2 release. *yay* Cheers, stefan stefan hechenberger http://linear.nortd.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15169#15169

Re: [osg-users] [build] building OSG as static library

2009-06-21 Thread stefan nortd
I finally got it working on Linux. Took me a while to understand the Makefiles generated by cmake for osgstaticviewer. Backtracking from there basically made me realize that the order in which the libs are listed in the gcc call matters. Is this for realz?!! Anyways, here is a simple

Re: [osg-users] [build] building OSG as static library

2009-06-20 Thread stefan nortd
@J-S Thanks. Adding the OSG_LIBRARY_STATIC define on windows solved the linker problem. My app builds and runs. I still have a few problems when closing the add which I don't get with the dynamic libs. [code] Warning: detected OpenGL error 'invalid operation' after applying attribute BlendFunc

Re: [osg-users] [build] building OSG as static library

2009-06-20 Thread stefan nortd
@J-S Thanks. Adding the OSG_LIBRARY_STATIC define on windows solved the linker problem. My app builds and runs. I still have a few problems when closing the add which I don't get with the dynamic libs. [code] Warning: detected OpenGL error 'invalid operation' after applying attribute BlendFunc

Re: [osg-users] [build] building OSG as static library

2009-06-20 Thread stefan nortd
@J-S Thanks. Adding the OSG_LIBRARY_STATIC define on windows solved the linker problem. My app builds and runs. I still have a few problems when closing the add which I don't get with the dynamic libs. [code] Warning: detected OpenGL error 'invalid operation' after applying attribute BlendFunc

Re: [osg-users] [build] building OSG as static library

2009-06-20 Thread stefan nortd
I am running 2.8.1. On linux osgstaticviewer runs fine and on windows it tries to load ot11-OpenTreads.dll for some reason (I get this popup window, not sure what that is about) but still runs fine without it. Not sure is there a fallback? The aforementioned problems I really only get with my

Re: [osg-users] [build] building OSG as static library

2009-06-19 Thread stefan nortd
Thanks Robert. Just made myself some static libs on osx. I didnt try xcode but plain Unix Makefiles work like a charm. With these libs my deployable executable is only 6mb now. Very nice! @Chris I am working cross-platform. So next I am trying to build statics on ubuntu and windows. Also mingw

Re: [osg-users] [build] building OSG as static library

2009-06-19 Thread stefan nortd
Hi, Now I am stuck on linux (ubuntu 9.04). I was able to build OSG as static libs without a hick. When I try to run the my app I get linker problems. If I switch in the dynamic precompiled binaries from the wiki the built goes fine. I am afraid I might miss something obvious that xcode does on

Re: [osg-users] [build] building OSG as static library

2009-06-19 Thread stefan nortd
Hi again, Since I got stuck on linux I continued my little adventure on windows VC9sp1. Unfortunately I got stuck at pretty much the same spot. I wonder if my problems on these two platforms have something in common. My OSG static libs built fine under windows but when I try to use them in my

[osg-users] [build] building OSG as static library

2009-06-18 Thread stefan nortd
Hi, I am interested in building OSG as a static library. Is this at all possible? How does this pan out with the plugin mechanism. I would be very happy to get some hints on doing this. Generally I would assume I can configure the build files with cmake to compile static. Any tip and tricks I

Re: [osg-users] [build] Can't build libraries under windows

2009-06-15 Thread stefan nortd
Hey Ümit, Thanks for your answer. It's actually not that complicated. jonim8or compiled osg for mingw and posted it online. Unfortunately the link above in the thread is down. I was just wondering if these mingw binaries can be made available again. I think people would find them useful

Re: [osg-users] [build] Can't build libraries under windows

2009-06-14 Thread stefan nortd
Nice, I was just looking into using code::blocks. Unfortunately the rapidshar link is not working anymore. Any chance you can post the files again? Have they made it to the wiki? /stefanix -- Read this topic online here:

Re: [osg-users] picking and custom active area

2009-06-13 Thread stefan nortd
Thanks Stephan, you answer was very helpful. After some headbanging I have it working seemingly flawless. Here is the code for reference: Code: osg::Vec3d rayIntersectWithXYPlane(float x, float y, osg::Node* widget) { // flip mouse y axis y = ofGetHeight() - y; //important

Re: [osg-users] picking and custom active area

2009-06-12 Thread stefan nortd
So far so good. The culling works as expected. I can now define a custom active invisible area and the picking works with it. Unfortunately it did not quite tackle my problem with dragging. The question have now: How do I manually intersect a ray with the x/y-plane of geode? The problem I

Re: [osg-users] picking and custom active area

2009-06-12 Thread stefan nortd
So I found some code for intersecting a line with a plane. What I am missing is how do I translate the mouse pointer coordinates into a line expressed in local coordinates? Here the intersection code if anybody is interested: Code: bool getPlaneLineIntersection(const osg::Vec4d plane,

[osg-users] picking and custom active area

2009-06-11 Thread stefan nortd
Hi osg crew, Learning osg has been really interesting and the documentation got so much better since the last time I checked it out. Congrats! How do I add invisible (always culled) geometry to a geode that can be picked? What I want to do is control the active area independently from that

Re: [osg-users] picking and custom active area

2009-06-11 Thread stefan nortd
I think I just found some code that would do what I want. Let me know if there is a better way of doing this both in regard of the custom active area and the drag issue. So I found this in osgManipulator but I belive I could use this code independantly of it. The idea is to add a cull callback