Re: [osg-users] osg plugins

2011-11-21 Thread Robert Osfield
HI Andy,

The code looks correct to me, this block with the loadLibrary in will
only be called in no entry has been found to load that required tokens
in the ascii file so the fallback then has to load a new library to be
able to read it, but if no new library is loaded then it shouldn't
attempt to try and parse it again otherwise you'd end up with an
infinite loop.

Robert.

On 16 November 2011 14:38, Andy Skinner andy.skin...@mathworks.com wrote:
 We’re just moving from 2.8.something to 3.0.1.  Looks like I should update
 from using .osg to .osgx.



 While I was looking at that, I was wondering about this line from
 DogOSGWrapper.cpp:

  if
 (osgDB::Registry::instance()-loadLibrary(*itr)==osgDB::Registry::LOADED)
 return writeObject(obj,fw);

 It looked to me that loadLibrary() was returning PREVIOUSLY_LOADED.  Should
 the condition be != osgDB::Registry::NOT_LOADED?



 I’m not familiar with this code, but that seemed odd to me.



 thanks

 andy



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Re: [osg-users] Carmack rewriting Doom 3 source code to dodge legal issues | VG247

2011-11-21 Thread Robert Osfield
Hi Chris,

On 18 November 2011 16:02, Chris 'Xenon' Hanson xe...@alphapixel.com wrote:
 http://www.vg247.com/2011/11/17/carmack-rewriting-doom-3-source-code-to-askew-legal-issues/

  I'm not sure if osgShadow might be impacted, or if it uses this technique at 
 all.

We don't have the same variant of the shadow volume technique
implemented so for this particular patent we are in the clear.

Robert.
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Re: [osg-users] Getting Started - VS2010

2011-11-21 Thread Mourad Boufarguine
Hi,

On Mon, Nov 21, 2011 at 12:03 AM, Markus Kahl
machisuji...@googlemail.com wrote:
 Hey,

 I've actually downloaded those pre-compiled binaries and have tried it with
 those all the time.
 I want to do something on my own and start working with one of the examples
 the basis.
 Regards,
 Markus
 2011/11/20 Chris 'Xenon' Hanson xe...@alphapixel.com


Did you download the 32- or 64bit packages?

Mourad
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Re: [osg-users] Getting Started - VS2010

2011-11-21 Thread Markus Kahl
Hey,

I've downloaded the 64-bit binaries (3.0.1).

Regards,

Markus

2011/11/21 Mourad Boufarguine mourad.boufargu...@gmail.com

 Hi,

 On Mon, Nov 21, 2011 at 12:03 AM, Markus Kahl
 machisuji...@googlemail.com wrote:
  Hey,
 
  I've actually downloaded those pre-compiled binaries and have tried it
 with
  those all the time.
  I want to do something on my own and start working with one of the
 examples
  the basis.
  Regards,
  Markus
  2011/11/20 Chris 'Xenon' Hanson xe...@alphapixel.com


 Did you download the 32- or 64bit packages?

 Mourad
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Re: [osg-users] Getting Started - VS2010

2011-11-21 Thread Mourad Boufarguine
On Mon, Nov 21, 2011 at 3:24 PM, Markus Kahl
machisuji...@googlemail.com wrote:
 Hey,

 I've downloaded the 64-bit binaries (3.0.1).
 Regards,
 Markus


But you are compiling your program in 32bit. So, either download the
32bit packages or build your program in 64bit.

Mourad
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Re: [osg-users] Getting Started - VS2010

2011-11-21 Thread Markus Kahl
This is really facepalm-worthy. Thanks a bunch! The one thing I hadn't
thought of.
For some reason I cannot even choose x64 as a platform in Visual Studio.
So now I've just downloaded the x86 binaries and everything works just fine.

Thank you everyone and sorry for bothering you with such a stupid problem
...


2011/11/21 Mourad Boufarguine mourad.boufargu...@gmail.com

 On Mon, Nov 21, 2011 at 3:24 PM, Markus Kahl
 machisuji...@googlemail.com wrote:
  Hey,
 
  I've downloaded the 64-bit binaries (3.0.1).
  Regards,
  Markus


 But you are compiling your program in 32bit. So, either download the
 32bit packages or build your program in 64bit.

 Mourad
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[osg-users] Hierarchical sorting problems

2011-11-21 Thread Sean Sullivan
Hey guys,

I'm trying to make a system where I can render part of my scene with two
passes: 1 for stencil mask, the other for stencil test. I have the passes
working by putting things in consecutive renderbins. I set some stencil
stuff in bin 11, then put the mask geometry in bin 12, then some more
stencil related state changes in bin 13, then the final rendered geometry
in bin 14 followed by some default state restoring stuff in bin 15.

The reason why I do it this way is because of the way the geometry get
added to the scene. I've made an image to help explain it:
[url]http://frongo.net/post_img/scene_bin_structure.jpg[/url]

Figure 1 shows how the nodes are laid out that should be rendered with this
system. Figure 2 shows how they should be sorted in the bins.

Basically I need to have them sorted by depth according to the transform
node at LEVEL 2, then drawn in the order that they were added to the LEVEL
3 group node. I don't want to sort by depth according to LEVEL 4.

By fiddling with setRenderBinDetails and setNestRenderBins for some reason
I can only get the whole thing to sort by depth, or the whole thing to sort
by traversal. My understanding of the renderbins isn't great especially
where setNestRenderBins comes in.

Is there some magical combination of bin settings I can set that will make
everything sort properly? Am I doing this completely the wrong way?

Any help is appreciated!

Cheers,
Sean
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[osg-users] Camera and Animation Path

2011-11-21 Thread Paul Leopard
Hi,

Has anyone found any good example code for attaching the camera to an animation 
path? Unfortunately all of the example code I have found is very dated and due 
to a deadline I am unable to go back and learn Producer and then how to port it 
to osgGA. I'm trying to find some example code so I can quickly achieve the 
animation ... any example code would be greatly appreciated.

I have a trajectory of a missile that I have animated with an animation path 
and all works well. Now I need to put the camera on the head of the missile and 
orient it according to the direction the missile seeker is pointing. 

Thank you!

Cheers,
Paul

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[osg-users] strange pushModelViewMatrix behavior

2011-11-21 Thread Emmanuel Roche
Hi everyone,

I'm wondering about a strange thing I noticed when trying to use
osgUtil::pushModelViewMatrix() directly:

- Suppose I have a class where I store a ref pointer on a RefMatrix:

 osg::ref_ptrosg::RefMatrix _modelView.

- Suppose in that class I have a function called during the cull traversal:

draw(osgUtil::CullVisitor cv) {

   osg::Matrixd mat =  // I compute the matrix I want to use as model
view here.

#if STRANGE_BEHAVIOR
  _modelView-set(mat)
  cv.pushModelViewMatrix( _modelView.get(), osg::Transform::RELATIVE_RF)
#else
  cv.pushModelViewMatrix(new osg::RefMatrix(mat),
osg::Transform::RELATIVE_RF)
#endif

   // drawing something here with a member geode object:
  _geode-accept(cv);
  cv.popModelViewMatrix();

}

= If I try the STRANGE_BEHAVIOR section, I get nothing displayed
properly (even it the OSG Stats report a good number of vertices). If I use
the other section everythig is fine...

Any idea what I'm missing here ?? I think it would be better if I could
avoid creating a new object on the heap for each call to this function :-)

cheers,
Manu.
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Re: [osg-users] Hierarchical sorting problems

2011-11-21 Thread Glenn Waldron
Sean,

RenderBins do have a sort-by-traversal-order option, but it's not
accessible by default. But registering a custom bin is actually very easy
to implement.

Here's some code for defining a custom traversal-order bin:

https://github.com/gwaldron/osgearth/blob/master/src/osgEarthUtil/Controls.cpp#L1966

..and the code that registers the prototype with OSG:

https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/Utils#L132

Then, you just say setRenderBinDetails( binNum, binName) where binName is
the name of your custom bin. HTH.


Glenn Waldron / Pelican Mapping / @glennwaldron


On Mon, Nov 21, 2011 at 10:13 AM, Sean Sullivan sullivan0s...@gmail.comwrote:

 Hey guys,

 I'm trying to make a system where I can render part of my scene with two
 passes: 1 for stencil mask, the other for stencil test. I have the passes
 working by putting things in consecutive renderbins. I set some stencil
 stuff in bin 11, then put the mask geometry in bin 12, then some more
 stencil related state changes in bin 13, then the final rendered geometry
 in bin 14 followed by some default state restoring stuff in bin 15.

 The reason why I do it this way is because of the way the geometry get
 added to the scene. I've made an image to help explain it:
 [url]http://frongo.net/post_img/scene_bin_structure.jpg[/url]

 Figure 1 shows how the nodes are laid out that should be rendered with
 this system. Figure 2 shows how they should be sorted in the bins.

 Basically I need to have them sorted by depth according to the transform
 node at LEVEL 2, then drawn in the order that they were added to the LEVEL
 3 group node. I don't want to sort by depth according to LEVEL 4.

 By fiddling with setRenderBinDetails and setNestRenderBins for some reason
 I can only get the whole thing to sort by depth, or the whole thing to sort
 by traversal. My understanding of the renderbins isn't great especially
 where setNestRenderBins comes in.

 Is there some magical combination of bin settings I can set that will make
 everything sort properly? Am I doing this completely the wrong way?

 Any help is appreciated!

 Cheers,
 Sean

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Re: [osg-users] Hierarchical sorting problems

2011-11-21 Thread Sean Sullivan
I should have mentioned that I am actually using TraversalOrderBin and
DepthSortedBin in my code. Maybe I just don't understand how the renderbins
work. Am I correct in assuming that for example the root node would have
several numbered bins, each with the ability to have a depth sorted bin, a
traversal bin, and a state sorted bin inside them?

It seems that no matter what I do, the last sort order I set in the
hierarchy is the only one that does anything.

On Mon, Nov 21, 2011 at 10:44 AM, Glenn Waldron gwald...@gmail.com wrote:

 Sean,

 RenderBins do have a sort-by-traversal-order option, but it's not
 accessible by default. But registering a custom bin is actually very easy
 to implement.

 Here's some code for defining a custom traversal-order bin:


 https://github.com/gwaldron/osgearth/blob/master/src/osgEarthUtil/Controls.cpp#L1966

 ..and the code that registers the prototype with OSG:

 https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/Utils#L132

 Then, you just say setRenderBinDetails( binNum, binName) where binName is
 the name of your custom bin. HTH.


 Glenn Waldron / Pelican Mapping / @glennwaldron


 On Mon, Nov 21, 2011 at 10:13 AM, Sean Sullivan 
 sullivan0s...@gmail.comwrote:

 Hey guys,

 I'm trying to make a system where I can render part of my scene with two
 passes: 1 for stencil mask, the other for stencil test. I have the passes
 working by putting things in consecutive renderbins. I set some stencil
 stuff in bin 11, then put the mask geometry in bin 12, then some more
 stencil related state changes in bin 13, then the final rendered geometry
 in bin 14 followed by some default state restoring stuff in bin 15.

 The reason why I do it this way is because of the way the geometry get
 added to the scene. I've made an image to help explain it:
 [url]http://frongo.net/post_img/scene_bin_structure.jpg[/url]

 Figure 1 shows how the nodes are laid out that should be rendered with
 this system. Figure 2 shows how they should be sorted in the bins.

 Basically I need to have them sorted by depth according to the transform
 node at LEVEL 2, then drawn in the order that they were added to the LEVEL
 3 group node. I don't want to sort by depth according to LEVEL 4.

 By fiddling with setRenderBinDetails and setNestRenderBins for some
 reason I can only get the whole thing to sort by depth, or the whole thing
 to sort by traversal. My understanding of the renderbins isn't great
 especially where setNestRenderBins comes in.

 Is there some magical combination of bin settings I can set that will
 make everything sort properly? Am I doing this completely the wrong way?

 Any help is appreciated!

 Cheers,
 Sean

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Re: [osg-users] Hierarchical sorting problems

2011-11-21 Thread Glenn Waldron
OK, I didn't know there was already a prototype registered for
TraversalOrderBin.
You learn something new every day.

Anyway, if I understand your drawing correctly, I would comment that the
only put into render bins are Drawables (not transforms). So if you have
your Transforms set to a depth-sort bin, but all the drawables set to a
traversal-order bin.. there's no depth sorting actually taking place b/c
there aren't any drawables in a depth-sort bin. Does that make any sense? I
could be wrong.

Glenn

On Mon, Nov 21, 2011 at 11:05 AM, Sean Sullivan sullivan0s...@gmail.comwrote:

 I should have mentioned that I am actually using TraversalOrderBin and
 DepthSortedBin in my code. Maybe I just don't understand how the renderbins
 work. Am I correct in assuming that for example the root node would have
 several numbered bins, each with the ability to have a depth sorted bin, a
 traversal bin, and a state sorted bin inside them?

 It seems that no matter what I do, the last sort order I set in the
 hierarchy is the only one that does anything.


 On Mon, Nov 21, 2011 at 10:44 AM, Glenn Waldron gwald...@gmail.comwrote:

 Sean,

 RenderBins do have a sort-by-traversal-order option, but it's not
 accessible by default. But registering a custom bin is actually very easy
 to implement.

 Here's some code for defining a custom traversal-order bin:


 https://github.com/gwaldron/osgearth/blob/master/src/osgEarthUtil/Controls.cpp#L1966

 ..and the code that registers the prototype with OSG:

 https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/Utils#L132

 Then, you just say setRenderBinDetails( binNum, binName) where binName is
 the name of your custom bin. HTH.


 Glenn Waldron / Pelican Mapping / @glennwaldron


 On Mon, Nov 21, 2011 at 10:13 AM, Sean Sullivan 
 sullivan0s...@gmail.comwrote:

 Hey guys,

 I'm trying to make a system where I can render part of my scene with two
 passes: 1 for stencil mask, the other for stencil test. I have the passes
 working by putting things in consecutive renderbins. I set some stencil
 stuff in bin 11, then put the mask geometry in bin 12, then some more
 stencil related state changes in bin 13, then the final rendered geometry
 in bin 14 followed by some default state restoring stuff in bin 15.

 The reason why I do it this way is because of the way the geometry get
 added to the scene. I've made an image to help explain it:
 [url]http://frongo.net/post_img/scene_bin_structure.jpg[/url]

 Figure 1 shows how the nodes are laid out that should be rendered with
 this system. Figure 2 shows how they should be sorted in the bins.

 Basically I need to have them sorted by depth according to the transform
 node at LEVEL 2, then drawn in the order that they were added to the LEVEL
 3 group node. I don't want to sort by depth according to LEVEL 4.

 By fiddling with setRenderBinDetails and setNestRenderBins for some
 reason I can only get the whole thing to sort by depth, or the whole thing
 to sort by traversal. My understanding of the renderbins isn't great
 especially where setNestRenderBins comes in.

 Is there some magical combination of bin settings I can set that will
 make everything sort properly? Am I doing this completely the wrong way?

 Any help is appreciated!

 Cheers,
 Sean

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Re: [osg-users] Hierarchical sorting problems

2011-11-21 Thread Sean Sullivan
Ahh, I see what you're saying. Yes you did interpret my drawing correctly.
I was under the impression that I was creating nested bins by calling
setRenderBinDetails on the parent transforms.

Would it be possible to create this renderbin hierarchy manually? Or is
there a better way of doing it?

Sean

On Mon, Nov 21, 2011 at 11:27 AM, Glenn Waldron gwald...@gmail.com wrote:

 OK, I didn't know there was already a prototype registered for 
 TraversalOrderBin.
 You learn something new every day.

 Anyway, if I understand your drawing correctly, I would comment that the
 only put into render bins are Drawables (not transforms). So if you have
 your Transforms set to a depth-sort bin, but all the drawables set to a
 traversal-order bin.. there's no depth sorting actually taking place b/c
 there aren't any drawables in a depth-sort bin. Does that make any sense? I
 could be wrong.

 Glenn

 On Mon, Nov 21, 2011 at 11:05 AM, Sean Sullivan 
 sullivan0s...@gmail.comwrote:

 I should have mentioned that I am actually using TraversalOrderBin and
 DepthSortedBin in my code. Maybe I just don't understand how the renderbins
 work. Am I correct in assuming that for example the root node would have
 several numbered bins, each with the ability to have a depth sorted bin, a
 traversal bin, and a state sorted bin inside them?

 It seems that no matter what I do, the last sort order I set in the
 hierarchy is the only one that does anything.


 On Mon, Nov 21, 2011 at 10:44 AM, Glenn Waldron gwald...@gmail.comwrote:

 Sean,

 RenderBins do have a sort-by-traversal-order option, but it's not
 accessible by default. But registering a custom bin is actually very easy
 to implement.

 Here's some code for defining a custom traversal-order bin:


 https://github.com/gwaldron/osgearth/blob/master/src/osgEarthUtil/Controls.cpp#L1966

 ..and the code that registers the prototype with OSG:

 https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/Utils#L132

 Then, you just say setRenderBinDetails( binNum, binName) where binName
 is the name of your custom bin. HTH.


 Glenn Waldron / Pelican Mapping / @glennwaldron


 On Mon, Nov 21, 2011 at 10:13 AM, Sean Sullivan sullivan0s...@gmail.com
  wrote:

 Hey guys,

 I'm trying to make a system where I can render part of my scene with
 two passes: 1 for stencil mask, the other for stencil test. I have the
 passes working by putting things in consecutive renderbins. I set some
 stencil stuff in bin 11, then put the mask geometry in bin 12, then some
 more stencil related state changes in bin 13, then the final rendered
 geometry in bin 14 followed by some default state restoring stuff in bin 
 15.

 The reason why I do it this way is because of the way the geometry get
 added to the scene. I've made an image to help explain it:
 [url]http://frongo.net/post_img/scene_bin_structure.jpg[/url]

 Figure 1 shows how the nodes are laid out that should be rendered with
 this system. Figure 2 shows how they should be sorted in the bins.

 Basically I need to have them sorted by depth according to the
 transform node at LEVEL 2, then drawn in the order that they were added to
 the LEVEL 3 group node. I don't want to sort by depth according to LEVEL 4.

 By fiddling with setRenderBinDetails and setNestRenderBins for some
 reason I can only get the whole thing to sort by depth, or the whole thing
 to sort by traversal. My understanding of the renderbins isn't great
 especially where setNestRenderBins comes in.

 Is there some magical combination of bin settings I can set that will
 make everything sort properly? Am I doing this completely the wrong way?

 Any help is appreciated!

 Cheers,
 Sean

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Re: [osg-users] [vpb] Get lat lon of a vertex within a CoordinateSystemNode

2011-11-21 Thread Ethan Fahy
OK nevermind I figured everything out.  I had been confusing global 
coordinates with world coordinates, global coordinates being the scene's 
coordinate system and world being the Earth's coordinates.

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Re: [osg-users] Hierarchical sorting problems

2011-11-21 Thread Glenn Waldron
It looks like you want to take groups of drawables, sort each group by
traversal order, and then sort those groups by depth. Right? I can't think
of a stock way to make OSG do that in one pass.

A custom render bin might work though. If all your transforms are under a
single custom bin, you can author that bin to sort the underlying drawables
any way you like. In the bin, you have access to each drawable's parents so
you should be able to group them by Transform, sort each Transform group by
traversal order, and sort the list of Transforms by the average depth of
its drawables (or whatever).

Just brainstorming..

Glenn Waldron / Pelican Mapping / @glennwaldron


On Mon, Nov 21, 2011 at 12:19 PM, Sean Sullivan sullivan0s...@gmail.comwrote:

 Ahh, I see what you're saying. Yes you did interpret my drawing correctly.
 I was under the impression that I was creating nested bins by calling
 setRenderBinDetails on the parent transforms.

 Would it be possible to create this renderbin hierarchy manually? Or is
 there a better way of doing it?

 Sean


 On Mon, Nov 21, 2011 at 11:27 AM, Glenn Waldron gwald...@gmail.comwrote:

 OK, I didn't know there was already a prototype registered for 
 TraversalOrderBin.
 You learn something new every day.

 Anyway, if I understand your drawing correctly, I would comment that the
 only put into render bins are Drawables (not transforms). So if you have
 your Transforms set to a depth-sort bin, but all the drawables set to a
 traversal-order bin.. there's no depth sorting actually taking place b/c
 there aren't any drawables in a depth-sort bin. Does that make any sense? I
 could be wrong.

 Glenn

 On Mon, Nov 21, 2011 at 11:05 AM, Sean Sullivan 
 sullivan0s...@gmail.comwrote:

 I should have mentioned that I am actually using TraversalOrderBin and
 DepthSortedBin in my code. Maybe I just don't understand how the renderbins
 work. Am I correct in assuming that for example the root node would have
 several numbered bins, each with the ability to have a depth sorted bin, a
 traversal bin, and a state sorted bin inside them?

 It seems that no matter what I do, the last sort order I set in the
 hierarchy is the only one that does anything.


 On Mon, Nov 21, 2011 at 10:44 AM, Glenn Waldron gwald...@gmail.comwrote:

 Sean,

 RenderBins do have a sort-by-traversal-order option, but it's not
 accessible by default. But registering a custom bin is actually very easy
 to implement.

 Here's some code for defining a custom traversal-order bin:


 https://github.com/gwaldron/osgearth/blob/master/src/osgEarthUtil/Controls.cpp#L1966

 ..and the code that registers the prototype with OSG:

 https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/Utils#L132

 Then, you just say setRenderBinDetails( binNum, binName) where binName
 is the name of your custom bin. HTH.


 Glenn Waldron / Pelican Mapping / @glennwaldron


 On Mon, Nov 21, 2011 at 10:13 AM, Sean Sullivan 
 sullivan0s...@gmail.com wrote:

 Hey guys,

 I'm trying to make a system where I can render part of my scene with
 two passes: 1 for stencil mask, the other for stencil test. I have the
 passes working by putting things in consecutive renderbins. I set some
 stencil stuff in bin 11, then put the mask geometry in bin 12, then some
 more stencil related state changes in bin 13, then the final rendered
 geometry in bin 14 followed by some default state restoring stuff in bin 
 15.

 The reason why I do it this way is because of the way the geometry get
 added to the scene. I've made an image to help explain it:
 [url]http://frongo.net/post_img/scene_bin_structure.jpg[/url]

 Figure 1 shows how the nodes are laid out that should be rendered with
 this system. Figure 2 shows how they should be sorted in the bins.

 Basically I need to have them sorted by depth according to the
 transform node at LEVEL 2, then drawn in the order that they were added to
 the LEVEL 3 group node. I don't want to sort by depth according to LEVEL 
 4.

 By fiddling with setRenderBinDetails and setNestRenderBins for some
 reason I can only get the whole thing to sort by depth, or the whole thing
 to sort by traversal. My understanding of the renderbins isn't great
 especially where setNestRenderBins comes in.

 Is there some magical combination of bin settings I can set that will
 make everything sort properly? Am I doing this completely the wrong way?

 Any help is appreciated!

 Cheers,
 Sean

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Re: [osg-users] Getting Started - VS2010

2011-11-21 Thread Chris 'Xenon' Hanson
On 11/21/2011 7:54 AM, Markus Kahl wrote:
 This is really facepalm-worthy. Thanks a bunch! The one thing I hadn't 
 thought of. 
 For some reason I cannot even choose x64 as a platform in Visual Studio.
 So now I've just downloaded the x86 binaries and everything works just fine.

  Are you using the Express edition? It might not offer x64 capability.

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
Xen
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[osg-users] where is libosgQt in osg2.9.16?

2011-11-21 Thread Lv Qing
Hi,

... 

I used QOSGWidget which requies libosgQt of osg 2.9.11 .

Then I notice there is none libosgQt when I compiled osg 2.9.16 in the same 
envirement,it is even not in the makefile.

where is libosgQt in osg2.9.16?I realy need it for my app,thx!





Thank you!

Cheers,
Lv

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Re: [osg-users] Problem loading IVE files

2011-11-21 Thread Christiansen, Brad
Hi,

The plugin folders name does correlate to the version of the OSG that was used 
to create the plugins. This is done to avoid loading plugins from a different 
version of OSG.
This looks like your problem.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Héctor Martínez
Sent: Monday, 21 November 2011 3:47 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Problem loading IVE files

Hi,

thank you for your reply and sorry for the delay in my answer (I was on a
trip). Yes, I am using 3.0.0. What you can see in:

LoadLibraryA((.)\osgPlugins-3.1.0\osgdb_ived.dll)

is not the OSG version. This is just the name of the plugins folder that,
for some reason, has been called 3.1.0, but I think that it is not related
with the actual version of OSG. If I am wrong, please let me know. :)

Anyway, I am still at the same point. I can load 3ds, dae or osg files, for
example, but still not possible to load IVE files.

Cheers!

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent: miércoles, 16 de noviembre de 2011 3:35
To: OpenSceneGraph Users
Subject: Re: [osg-users] Problem loading IVE files

Hi,

Just checking you don't have multiple version of OSG in your path. You said
bellow that you are using version 3.0.0 of OSG yet the output you posted
from dependency walker lists OSG version 3.1.0.

If you do have both version on your path, this could be your issue.

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Héctor
Martínez
Sent: Tuesday, 15 November 2011 6:32 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Problem loading IVE files

Hi Torben,

thank you for your reply. I am using Windows 7, Visual Studio 2010
Professional and OSG is version 3.0.0.

Cheers

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben
Dannhauer
Sent: martes, 15 de noviembre de 2011 12:14
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Problem loading IVE files

Hi,

ive support should work quite out of the box. What is your OS, compiler, OSG
Version?

Cheers,
Torben

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