Re: [osg-users] OpenSceneGraph new website almost ready
Hi Torben, We will maintain the trac instances both osg and VPB for archiving old documentation. Anyway to migrate the VPB trac requires much less effort than the osg site does. So once the osg site is totally done we can discuss about where to place the VPB docs, maybe in the tools section or in a separate joomla instance. Cheers. 2013/2/7 Torben Dannhauer tor...@dannhauer.info Jordi, great job, thank you for your effort! One question: What will happen to the VirtualPlanetBuilder website? There are some helpful tutorials which should survive :) Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=52449#52449 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Question about the correct use of osg::FrameBufferObject
Hi Frank, If you nest a Camera below another Camera it operates within the the parent Camera's RenderStage (the RenderStage is the rendering back-ends way of managing what to draw each frame), and if it's assigned as a PRE_RENDER then it'll be drawn before the main body of the context of the parent Camera, if it's POST_RENDER then it's drawn after. If you use NESTED_RENDER then the contents of the child Camera will just be treated as normal subgraph save for the changes in projection and view matrices and will just be placed within the main body of the parents RenderStage. This arrangement enables complex render to texture schemes where you can have multiple RTT Camera's nested within other RTT Camera and still have all the correct results produced, an example of this in action is the way the impostors are implemented. This is a bit different than your proposed scheme where the parent gets rendered first for a NESTED_RENDER, but such a scheme would break the encapsulation of subgraphs that can be achieved with the present scheme. To have a subgraph drawn after it's parent you simply use POST_RENDER. If you don't care for the order then simply have sibling RTT Camera share the same RenderOrder parameters. Robert. On 6 February 2013 19:47, Frank Sullivan knarf.navil...@gmail.com wrote: Thank you, Paul and Robert. Just as a suggestion, it may be useful to have a way for NESTED_RENDER ordered cameras to render to a texture. It's my understanding, from looking at the code and from past forum posts, that NESTED_RENDER cameras ignore the camera RTT stuff. I was hoping that attaching an FBO to a StateSet below the camera would be a useful way to compel a NESTED_RENDER camera to switch over to a new FBO. The reason I bring it up is that it would make setting the render order on these cameras brainless -- if camera A needs to render before camera B, then one can simply place camera A as an ancestor of camera B, and not have to worry about setting an explicit render order number. This could be useful for systems that have data-driven pipelines where you have multiple passes over multiple scenes, that are required to happen in a specific order. Thanks again! Frank -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=52445#52445 ___ 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] i am having problem compiling program related to TraingleFunctor
Hi Om? Prakash? Paliawl? Could you sign with your name so we know how to address you? As for you errors, it looks like you need to include osg/io_utils as this will provide the helper functions for writing Vec3's etc. to ostream. Robert. On 7 February 2013 05:01, om prakash Paliwal omprakash.paliwa...@gmail.comwrote: i am not able to compile program using TriangleFunctor. at the first compilation i got some error saying cout is not a member of std + some other chunks . So i added a iostream header file. And when i comiled it again there are 3-4 screenful errors. am not able to understand these scripts of error ... Errors and My program is attached below ... thanks for the help in advance i am attaching my program main.cpphttps://docs.google.com/file/d/0B3dFjVubf5gKQ2RrQzdhOU9OR28/edit ___ 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] Local coordinates
HI Zeki, I don't know the specific cause of the problem but again as I don't have your problem infront of me or the able to see the problem first hand. Best I can do is stress that you need to use doubles. Go back through your original code submission, is everything doubles??? Keeping looking until you spot an error in not using doubles. Whether this might be the cause of the problem I cannot say. Developing your observational skills is crucial for a programmer so I'll leave it to you to sort out the details, practice makes perfect :-) Robert. On 7 February 2013 06:50, Zeki Yugnak zeki.yug...@gmail.com wrote: Hi Shayne, Thanks for your help. Your's transformation code block is the same as mine's. I really do not know why object's translation is not smooth. Also I could not use second code block because of terrain-object correlation problem. But I hope that I will translate object smoothly using local coordinates, if I can transform terrain or scene to a origin point that is used to calculate object local coordinates. Do you have any idea that could not handle with over million values in ECEF coordinate system using different coordinates system to transform object ? For example, If I transform root scene to the center of the terrain in ECEF coordinate system or add my object as a child of the terrain, Can I calculate object transformations again according to the center of the terrain in ECEF coordinate system? Do you think that it makes sense? Thank you! Regards -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=52448#52448 ___ 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] Failure in casting to osg::AnimationPathCallback*
Hi Philip, On 7/02/13 15:34, Philip Lamb wrote: UpdateCallback: className is AnimationPathCallback and type_id.name() is PN3osg12NodeCallbackE So it looks like a failure somewhere in RTTI. Both typeid and the dynamic_cast fail to convert the osg::NodeCallback* to an osg::AnimationPathCallback*. Yet clearly, the callback IS the right type, as evidenced by OSG's className() function's output. Any ideas about where this kind of issue might be coming from? This does ring a dim bell somewhere. Something about type-comparisons being done by pointer rather than name and hence failing when the objects come from different compilation units. I haven't got any keywords or links, but I believe there is a compiler flag that you can set. Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Failure in casting to osg::AnimationPathCallback*
HI Philip, Could you try another compiler under OSX as this looks like a compiler bug to me. Robert. On 7 February 2013 04:34, Philip Lamb p...@eden.net.nz wrote: Hi all, I'm running into an interesting bug in my code which manifests as behaviour that works on one platform (Windows) and not on another (OS X) with the same OSG code. (Using OSG trunk, around 3.1.4) I am using the following node visitor to reset animations attached to transform nodes: class ResetAnimationNodesVisitor : public osg::NodeVisitor { public: ResetAnimationNodesVisitor(): osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {} virtual void apply(osg::Transform transform) { osg::NodeCallback *nc = transform.getUpdateCallback(); osg::AnimationPathCallback* apc = dynamic_castosg::AnimationPathCallback*(nc); if (apc) { apc-reset(); apc-update(transform); } traverse(transform); } }; This visitor is instantiated on a node thus: void resetAnimationTime(osg::ref_ptrosg::Node modelNode) { ResetAnimationNodesVisitor ranv; modelNode-accept(ranv); } When compiled and run on an animated model under Windows (compiled with Visual Studio 2010 SP1) all works as expected. When the exact same code is compiled and run under OS X (using Xcode 4.5.2, with LLVM 4.2.1) the dynamic cast to osg::AnimationPathCallback* is always NULL. I have checked that RTTI is not disabled (it's on by default, and no errors are produced by the dynamic_cast, and that indeed things are as expected with this snippet inside apply(): if (nc) osg::notify(osg::NOTICE) UpdateCallback: className is std::string(transform.getUpdateCallback()-className()) and type_id.name() is typeid(transform.getUpdateCallback()).name() std::endl; which produces the output: UpdateCallback: className is AnimationPathCallback and type_id.name() is PN3osg12NodeCallbackE So it looks like a failure somewhere in RTTI. Both typeid and the dynamic_cast fail to convert the osg::NodeCallback* to an osg::AnimationPathCallback*. Yet clearly, the callback IS the right type, as evidenced by OSG's className() function's output. Any ideas about where this kind of issue might be coming from? Regards, Phil. ___ 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] Failure in casting to osg::AnimationPathCallback*
Hi Phil, this worked for me in the past: check your project settings, Symbols hidden By default should be deactivated for both osg and your project. cheers, Stephan Am 07.02.13 05:34, schrieb Philip Lamb: Hi all, I'm running into an interesting bug in my code which manifests as behaviour that works on one platform (Windows) and not on another (OS X) with the same OSG code. (Using OSG trunk, around 3.1.4) I am using the following node visitor to reset animations attached to transform nodes: class ResetAnimationNodesVisitor : public osg::NodeVisitor { public: ResetAnimationNodesVisitor(): osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {} virtual void apply(osg::Transform transform) { osg::NodeCallback *nc = transform.getUpdateCallback(); osg::AnimationPathCallback* apc = dynamic_castosg::AnimationPathCallback*(nc); if (apc) { apc-reset(); apc-update(transform); } traverse(transform); } }; This visitor is instantiated on a node thus: void resetAnimationTime(osg::ref_ptrosg::Node modelNode) { ResetAnimationNodesVisitor ranv; modelNode-accept(ranv); } When compiled and run on an animated model under Windows (compiled with Visual Studio 2010 SP1) all works as expected. When the exact same code is compiled and run under OS X (using Xcode 4.5.2, with LLVM 4.2.1) the dynamic cast to osg::AnimationPathCallback* is always NULL. I have checked that RTTI is not disabled (it's on by default, and no errors are produced by the dynamic_cast, and that indeed things are as expected with this snippet inside apply(): if (nc) osg::notify(osg::NOTICE) UpdateCallback: className is std::string(transform.getUpdateCallback()-className()) and type_id.name() is typeid(transform.getUpdateCallback()).name() std::endl; which produces the output: UpdateCallback: className is AnimationPathCallback and type_id.name() is PN3osg12NodeCallbackE So it looks like a failure somewhere in RTTI. Both typeid and the dynamic_cast fail to convert the osg::NodeCallback* to an osg::AnimationPathCallback*. Yet clearly, the callback IS the right type, as evidenced by OSG's className() function's output. Any ideas about where this kind of issue might be coming from? Regards, Phil. ___ 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] Failure in casting to osg::AnimationPathCallback*
Hi Stephan, On 7 February 2013 10:43, Stephan Huber ratzf...@digitalmind.de wrote: this worked for me in the past: check your project settings, Symbols hidden By default should be deactivated for both osg and your project. Is this a workaround for a bug in the compiler or is it some obscure way of enabling proper RTTI support? Should we be adding this as an option by default for the LLVM compiler? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Failure in casting to osg::AnimationPathCallback*
Hi I've one run into similar issue when was compiling some sample under linux, in my case it was solved by adding -rdynamic flag to gcc, i think there are some similar option to your compiler about exporting symbols. Cheers. 07.02.2013, 08:35, "Philip Lamb" p...@eden.net.nz:Hi all, I'm running into an interesting bug in my code which manifests as behaviour that works on one platform (Windows) and not on another (OS X) with the same OSG code. (Using OSG trunk, around 3.1.4) I am using the following node visitor to reset animations attached to transform nodes: class ResetAnimationNodesVisitor : public osg::NodeVisitor{public: ResetAnimationNodesVisitor(): osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {} virtual void apply(osg::Transform transform) { osg::NodeCallback *nc = transform.getUpdateCallback(); osg::AnimationPathCallback* apc = dynamic_castosg::AnimationPathCallback*(nc); if (apc) { apc-reset(); apc-update(transform); } traverse(transform); }}; This visitor is instantiated on a node thus: void resetAnimationTime(osg::ref_ptrosg::Node modelNode){ ResetAnimationNodesVisitor ranv; modelNode-accept(ranv);} When compiled and run on an animated model under Windows (compiled with Visual Studio 2010 SP1) all works as expected. When the exact same code is compiled and run under OS X (using Xcode 4.5.2, with LLVM 4.2.1) the dynamic cast to osg::AnimationPathCallback* is always NULL. I have checked that RTTI is not disabled (it's on by default, and no errors are produced by the dynamic_cast, and that indeed things are as expected with this snippet inside apply(): if (nc) osg::notify(osg::NOTICE) "UpdateCallback: className is " std::string(transform.getUpdateCallback()-className()) " and type_id.name() is " typeid(transform.getUpdateCallback()).name() std::endl; which produces the output: UpdateCallback: className is AnimationPathCallback and type_id.name() is PN3osg12NodeCallbackE So it looks like a failure somewhere in RTTI. Both typeid and the dynamic_cast fail to convert the osg::NodeCallback* to an osg::AnimationPathCallback*. Yet clearly, the callback IS the right type, as evidenced by OSG's className() function's output. Any ideas about where this kind of issue might be coming from? Regards,Phil.,___osg-users mailing listosg-users@lists.openscenegraph.orghttp://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] Failure in casting to osg::AnimationPathCallback*
Hi Robert, this is not a compiler bug, this is by design. gcc compares instances of classes by the pointer to its vtable. (Visual Studio uses a string-comparision) If you define a class in a shared library and use it in your app there are chances that you end up with two vtables of a class, one in the app, one in the lib. If you don't setup proper symbol visibility of your methods the linker does not have a chance to see the two identical classes and merge them. And this affects gcc = 4.0 (don't know about clang) More info here: http://gcc.gnu.org/wiki/Visibility especially Problems with C++ exceptions (please read!) Xcode defaults to hide symbols when creating a new project, that's all. cheers, Stephan Am 07.02.13 11:48, schrieb Robert Osfield: Hi Stephan, On 7 February 2013 10:43, Stephan Huber ratzf...@digitalmind.de wrote: this worked for me in the past: check your project settings, Symbols hidden By default should be deactivated for both osg and your project. Is this a workaround for a bug in the compiler or is it some obscure way of enabling proper RTTI support? Should we be adding this as an option by default for the LLVM compiler? Robert. ___ 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] How to acquire the screen coordinates of a 3D object?
S2LR wrote: If you're new to the OSG, it is really helpful to look at the examples and also search the OSG forums for the problems you're looking for. Many of the questions most new folks ask, have already been addressed and answered in the forum. Hopefully the link below will help you... http://forum.openscenegraph.org/viewtopic.php?t=9172highlight= Shayne Thank you so much for your kindly remind and reply, I will see to it next time. Sorry to disturb you all again, because the result I got was quite strange: Before transformation, the original coordinates of CityGML are X 3450462.314718, Y 5430520.143368, Z 8.289120 After automatically transformation, the coordinates are X -840532249.575058, Y -1322874921.178542 After manually transformation, the coordinates are X -840532249.575058, Y -1322874921.178542, Z 1.120752 Before transformation, the original coordinates of CityGML are X 3450398.833305, Y 5430561.272085, Z 11.772124 After automatically transformation, the coordinates are X -591833875.402660, Y -931484454.045872 After manually transformation, the coordinates are X -591833875.402660, Y -931484454.045872, Z 1.085055 Firstly I load a CityGML dataset and then acquire some of the 3D point information. Automatically and manually are just two names I set, but in fact the same, just to compare the result. Here is the manual one: Code: osg::Matrix local2worldMatrix; osg::MatrixList list = root-getWorldMatrices(); for(osg::MatrixList::iterator it = list.begin(); it != list.end(); ++it) {local2worldMatrix = local2worldMatrix*(*it);}//For loading one model, this step is not necessary actually osg::Matrix finalMatrix;//the final MVPW matrix osg::Matrix viewMatrix = cam-getViewMatrix(); osg::Matrix projectionMatrix = cam-getProjectionMatrix(); osg::Matrix windowMatrix = cam-getViewport()-computeWindowMatrix(); finalMatrix = local2worldMatrix*viewMatrix*projectionMatrix*windowMatrix; And here is the automatic one I got from the link in reply above: Code: osg::Vec2d worldToScreen(const osg::Vec3d worldPosition, const osg::Camera* pCamera) { osg::Vec2d screenPosition; osg::Matrixd MVPW = pCamera-getViewMatrix() * pCamera-getProjectionMatrix(); osg::Vec4d screenPosition4d = osg::Vec4d(worldPosition, 1.0) * MVPW; screenPosition4d = screenPosition4d / screenPosition4d.w(); screenPosition4d = screenPosition4d*pCamera-getViewport()-computeWindowMatrix(); //screenPosition4d.y() = pCamera-getViewport()-height() - screenPosition4d.y(); screenPosition.set(screenPosition4d.x(), screenPosition4d.y()); return screenPosition; } Actually no big difference. I think I've missed one important step some where. But I really don't know why. Perhaps it is because the camera is just viewer.getCamera(). Then how can I deal with it? Thanks a lot in advance. ohh newbie to OSG.. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=52471#52471 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Failure in casting to osg::AnimationPathCallback*
Hi Stephan, Thanks for the explanation, you learn something new everyday :-) Incompatibility like this I'd personally put down as a bug in the design/implementation rather than a feature. I am curious why we haven't seen this particular issue more often. If the visibility of classes is hidden by default then we should be seeing these issues between OSG libs and applications all the time - for instance the code almost identical that that Philip is using is used in osgPresentation with it doing dynamic_cast on objects provided by the core osg lib. The question next is really what to do about the issue. Just document the bug and it's workaround - changing symbol visibility via compiler options or do we change the OSG itself so it by default doesn't hide visibility of symbols. Robert. On 7 February 2013 12:10, Stephan Huber ratzf...@digitalmind.de wrote: Hi Robert, this is not a compiler bug, this is by design. gcc compares instances of classes by the pointer to its vtable. (Visual Studio uses a string-comparision) If you define a class in a shared library and use it in your app there are chances that you end up with two vtables of a class, one in the app, one in the lib. If you don't setup proper symbol visibility of your methods the linker does not have a chance to see the two identical classes and merge them. And this affects gcc = 4.0 (don't know about clang) More info here: http://gcc.gnu.org/wiki/Visibility especially Problems with C++ exceptions (please read!) Xcode defaults to hide symbols when creating a new project, that's all. cheers, Stephan Am 07.02.13 11:48, schrieb Robert Osfield: Hi Stephan, On 7 February 2013 10:43, Stephan Huber ratzf...@digitalmind.de wrote: this worked for me in the past: check your project settings, Symbols hidden By default should be deactivated for both osg and your project. Is this a workaround for a bug in the compiler or is it some obscure way of enabling proper RTTI support? Should we be adding this as an option by default for the LLVM compiler? Robert. ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to acquire the screen coordinates of a 3D object?
It looks like you forgot to concatenate the window matrix from the Viewport object onto the MVPW matrix in what you call the automatic version. You also need to remove the matrix mutiply of the window matrix with the screenPosition4d object. This should not happen after the perspective divide. Look again closely at the orginal code snippet you used for your automatic version to see the error. I think it would be helpful for you to understand the OpenGL transformation pipeline since that is what the OSG is using under the hood. Paul Martz does a great job of explaining this in his book. http://www.opengldistilled.com/ Shayne -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=52475#52475 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Failure in casting to osg::AnimationPathCallback*
Hi all, Thanks for the pointers to the source of the problem. Indeed it is related to symbol visibility. For reference, I had to change Xcode's default settings as follows: GCC_SYMBOLS_PRIVATE_EXTERN = NO (Setting name in Xcode is Symbols Hidden by Default) GCC_INLINES_ARE_PRIVATE_EXTERN = NO (Setting name in Xcode is Inline Methods Hidden) and finally things work as expected on OS X. In my case I needed both for the fix. For reference, this is with Clang/LLVM 4.2.1. A thread on the Clang/LLVM mailing list indicates that there is a warning flag which can be activated to alert to these kind of issues: -Wweak-vtables With the default Xcode settings (hiding symbols not explicitly exported) and this warning activated, I got a lot of warnings like: 'ResetAnimationNodesVisitor' has no out-of-line virtual method definitions; its vtable will be emitted in every translation unit This is in spite of it clearly having a virtual method -- it would be more helpful if the weak vtables check could have told me that the vtable was being discarded by the symbol hiding, rather than not being created at all. A missing (or weak) vtable would certainly prevent RTTI from working correctly. Many thanks for the help with a rather obscure problem. Regards, Phil. On 8/02/2013, at 8:40 AM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Stephan, Thanks for the explanation, you learn something new everyday :-) Incompatibility like this I'd personally put down as a bug in the design/implementation rather than a feature. I am curious why we haven't seen this particular issue more often. If the visibility of classes is hidden by default then we should be seeing these issues between OSG libs and applications all the time - for instance the code almost identical that that Philip is using is used in osgPresentation with it doing dynamic_cast on objects provided by the core osg lib. The question next is really what to do about the issue. Just document the bug and it's workaround - changing symbol visibility via compiler options or do we change the OSG itself so it by default doesn't hide visibility of symbols. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] i am having problem compiling program related to TraingleFunctor
call me Om by the way thanks Robert for the help. it fixed my errors and after this i just have to add one more header file to complete my compilation .. i included osg/TrangleFunctor ... thanks again ... On Thu, Feb 7, 2013 at 2:44 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Om? Prakash? Paliawl? Could you sign with your name so we know how to address you? As for you errors, it looks like you need to include osg/io_utils as this will provide the helper functions for writing Vec3's etc. to ostream. Robert. On 7 February 2013 05:01, om prakash Paliwal omprakash.paliwa...@gmail.com wrote: i am not able to compile program using TriangleFunctor. at the first compilation i got some error saying cout is not a member of std + some other chunks . So i added a iostream header file. And when i comiled it again there are 3-4 screenful errors. am not able to understand these scripts of error ... Errors and My program is attached below ... thanks for the help in advance i am attaching my program main.cpphttps://docs.google.com/file/d/0B3dFjVubf5gKQ2RrQzdhOU9OR28/edit ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] i am not able to build GLUT libraries in Ubuntu to use it in OSG program
i want to write the Teapot program which requires GLUT libraries... i am using Ubuntu 12.10 and downloaded GLUT-3.7.tar.gz file from the official website of openGL... but i am facing problem in building these pakages ... i first replaces the Glut.cf file in the glut-3.7 dir with the file in /glut-3.7/linux/Glut.cf as the Readme file Said ... but when i ./mkmfiles.imake it replied ... mv -f Makefile Makefile.bak /dev/null if ( -d /usr/lib/X11/config ) then if ( -d /usr/lpp/X11/Xamples/config ) then if ( -x /usr/openwin/bin/xmkmf ) then if ( -d /usr/X11R6/lib/X11/config ) then xmkmf xmkmf: Command not found. endif endif endif endif make Makefiles make: *** No rule to make target `Makefiles'. Stop. make depend make: *** No rule to make target `depend'. Stop. ... which means building process is not succesful anything i am missing ?? plz help . ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Local coordinates
Hi Robert, I found the problem yesterday. You are right, the problem is regarding to floating point usage. I am computing camera position using center of the object's BoundingSphere. When I start debug whole code, I figure out that the BoundingSphere type is floating point and OSG_USE_FLOAT_BOUNDINGSPHERE parameter is defined in Config header file as default. So, Flicker problem is regarding to camera position. The problem is gone after this parameter is undefined. One more question is Why is osg::Vec3's type defined as a floating point? Thanks for all yours help. Regards. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=52478#52478 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org