[osg-users] Why no games with OSG?

2012-04-26 Thread Sergey Kurdakov
Hi,

btw

>maybe the stuff I am working on is interesting for you:
>http://code.google.com/p/dtentity/ 

I would highly recommend dtEntity for game development, because it can
simplify communication
( how things are done  and could be connected ) between artists and
programmers, would allow relatively simple reconfiguration of game
internals, if needed. Knowing several big 'simulation' games from inside, I
see how this approach is beneficial ( besides simulation domain of cause ).
If I ever program 'big game' again, I will use this for sure.

Regards
Sergey
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Re: [osg-users] Why no games with OSG?

2012-04-26 Thread Martin Scheffler
Hi Maia,

maybe the stuff I am working on is interesting for you:
http://code.google.com/p/dtentity/

DtEntity is similar to Delta3D in its functionality (it started as a Delta3D 
module), but it is more lightweight and less intrusive.
DtEntity is a game and simulation system for OSG. It has basic support for 
OSGAnimation and Cal3D (osgCal3d wrapper not included, please ask if you are 
interested in that). It offers a component-based entity system for handling 
simulation objects, XML map loading, sound support, heads up displays and lots 
of other stuff.

It is very easy to integrate dtEntity with other OSG libraries like VESuite, 
OSGOcean, OSGEarth and so on, simply because dtEntity is only a thin layer on 
top of OSG.

Cheers,
Martin

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Re: [osg-users] Building new website, assistance appreciated!

2012-04-26 Thread michael kapelko
I'm not sure About is suitable for Showcase. Gallery is more about
Showcase. About is more about OSG, not some related projects. And
Gallery is... a gallery of what have been done with OSG.

I would even put replace Gallery with Showcase and put Gallery as
subitem of Showcase.
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Re: [osg-users] bug with osg::Matrix2 in head rev

2012-04-26 Thread Ulrich Hertlein
Hi Sergey,

On 26/04/12 23:39 , Sergey Polischuk wrote:
> Replying to myself :)
> 
> Problem is: declaration of set(...) methods in derived Matrix*Template 
> classes hides base class MatrixTemplate::set(...) pack of methods
> This can be solved by adding line:
> using MatrixTemplate<[template params]>::set;
> 
> in each derived class declaration.
> 
> May be someone have better solution?

There recently was a similar case with the Vector* implementations that could 
be solved by
using the 'base_class' typedef in each class.

So rather than:

Matrix2Template( const Matrix2Template& mat ) { set(mat.ptr()); }

it would be:

Matrix2Template( const Matrix2Template& mat ) { base_class::set(mat.ptr()); }

Could you try that and submit a patch if it works?

On a related note, it feels weird to have all this Matrix/Vector related stuff 
in the
'Uniform' header file, as it can create much confusion with what's already in 
the 'Matrix'
and 'Vector' header files.

If this is truly Uniform only would it make sense to scope it to 'osg::Uniform' 
or put it
into separate header files like 'UniformMatrix' and 'UniformVector'?

Thoughts?
Cheers,
/ulrich
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Re: [osg-users] Why no games with OSG?

2012-04-26 Thread Maia Randria
Hi Chirs, 

VE-Suite seems to be very simulation oriented: not sure it is suitable to our 
needs.

I would like to try DeltaJug (Delta3D +VR Juggler) or (OSG + VR Juggler): I 
like  OSG (I bought the two books of Wang Rui), it seems very clean and the 
community seems to be larger than for Delta3D.

Maia



Chris Hanson wrote:
> On Thu, Apr 26, 2012 at 2:08 PM, Maia Randria < ()> wrote:
> 
> > Hi,
> > Thank you for replying and for redirecting me to DI-GUY: very interesting 
> > product !
> > Our application should work within a CAVE and we plan to use VR Juggler + 
> > OSG for that, I don't know if DI-GUY is working for a CAVE and how flexible 
> > it is, I will contact them.
> > 
> 
> 
>   Check into VE-Suite http://www.vesuite.org/ (http://www.vesuite.org/)
> 
> 
>   It's an OSG+VRJuggler environment intended for use in a CAVE.
> 
> 
>   I don't think it uses DI-Guy, but it could be a useful starting point for 
> you for OSG+VRJ integration.
> -- 
> 
> Chris 'Xenon' Hanson, omo sanza lettere.  http://www.alphapixel.com/ 
> (http://www.alphapixel.com/)
> Training • Consulting • Contracting
> 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • 
> GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
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> LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android
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Re: [osg-users] Why no games with OSG?

2012-04-26 Thread Maia Randria
Ok, thank you, I will have a look.
Maia


Chris Hanson wrote:
> On Thu, Apr 26, 2012 at 2:08 PM, Maia Randria < ()> wrote:
> 
> > Hi,
> > Thank you for replying and for redirecting me to DI-GUY: very interesting 
> > product !
> > Our application should work within a CAVE and we plan to use VR Juggler + 
> > OSG for that, I don't know if DI-GUY is working for a CAVE and how flexible 
> > it is, I will contact them.
> > 
> 
> 
>   Check into VE-Suite http://www.vesuite.org/ (http://www.vesuite.org/)
> 
> 
>   It's an OSG+VRJuggler environment intended for use in a CAVE.
> 
> 
>   I don't think it uses DI-Guy, but it could be a useful starting point for 
> you for OSG+VRJ integration.
> -- 
> 
> Chris 'Xenon' Hanson, omo sanza lettere.  http://www.alphapixel.com/ 
> (http://www.alphapixel.com/)
> Training • Consulting • Contracting
> 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • 
> GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
> Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • 
> LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android
> 
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Re: [osg-users] Why no games with OSG?

2012-04-26 Thread Chris Hanson
On Thu, Apr 26, 2012 at 2:08 PM, Maia Randria <
veneree.randrianari...@crulrg.ulaval.ca> wrote:

> Hi,
> Thank you for replying and for redirecting me to DI-GUY: very interesting
> product !
> Our application should work within a CAVE and we plan to use VR Juggler +
> OSG for that, I don't know if DI-GUY is working for a CAVE and how flexible
> it is, I will contact them.
>

  Check into VE-Suite http://www.vesuite.org/

  It's an OSG+VRJuggler environment intended for use in a CAVE.

  I don't think it uses DI-Guy, but it could be a useful starting point for
you for OSG+VRJ integration.
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[osg-users] [osgPPU] HDR - no result displayed

2012-04-26 Thread Daniel Borchart
Hey,

I'm trying to integrate the HDR example into my application, but the screen 
remains black.

The sole difference is that I'm not using the osg mainloop. Instead I render 
the scene to a Qt GLWidget and have to call osgViewer::frame() in the paintGL() 
method.
That seems to be the reason why I don't get any results on the screen. When I 
modify the example code and replace m_viewer->run() with a separate main loop 
where viewer->frame() is called repeatedly the same problem occurs.

I also don't really understand how osgPPU writes the result to the screen 
buffer. Maybe there is something wrong with my camera configuration?
I have my own camera implementation that calculates the view matrix from camera 
position and attitude every frame.

Sorry for my bad English. I would be very grateful If someone can give me a 
hint.

Daniel

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Re: [osg-users] Why no games with OSG?

2012-04-26 Thread Maia Randria
Hi,

Thank you for replying and for redirecting me to DI-GUY: very interesting 
product !

Our application should work within a CAVE and we plan to use VR Juggler + OSG 
for that, I don't know if DI-GUY is working for a CAVE and how flexible it is, 
I will contact them.

Cheers,

Maia

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Re: [osg-users] Why no games with OSG?

2012-04-26 Thread Chris Hanson
On Thu, Apr 26, 2012 at 12:17 PM, Maia Randria <
veneree.randrianari...@crulrg.ulaval.ca> wrote:

> Hi Chris,
> Thanks for your quick response.
> Yes, I understood that these are add-ons but once added, OSG seems to be
> "quite" similar to Delta3 ? This could be confusing, at least for me.
>

  There is not rule saying things can't be similar. Don't worry about it.
They are what they are.


> For our applications, we intend to interact with several human characters
> (with audio, then lipsynch, etc.): what would be your advice ? I read
> somewhere in this forum that osgAnimation can only use one character
> (compared to many in Delta3D) ? Am I right ?
>

  The little that you describe doesn't really require the "game engine"
aspects of either, so it's hard to say.

  I don't know if osgAnimation can only handle one character, but I've
never heard that myself. I don't think Delta3D especially offers anything
to do with lip sync anyway.

  Depending on your character needs, you might consider looking at DI-GUY,
I don't know if it would help you at all.


>
> Cheers,
>
> Maia
>
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>
>
>
>
>
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Re: [osg-users] Building new website, assistance appreciated!

2012-04-26 Thread Jean-Sébastien Guay

Hi Jordi,


@J-S I picked up your suggestions and I just added download->
tools/data/dependencies. About showcase menu item I already have a
similiar item in community->Derived Software, but if you feel it's worth
to have it in About I will go ahead with this change.


I don't have a specific preference on where the info should be, but I 
think there are two specific goals here:


1) Give links to any software based on OSG, so people who want to use 
nodekits or engines based on OSG can find them, this seems to fit 
Community - Derived Software


2) Promote the best OSG projects to show what OSG can do, I think this 
would be nice in About - Showcase


My motivation for number 2 is that in the past, I have had trouble 
convincing people that OSG was a good tool for the job. People were 
inclined to think game engines (Ogre, Unreal) or other scene graphs 
(Vega Prime) gave better results because there are clear examples of 
projects that have used those and got good results. So I think it's 
important to have a place where we can promote that OSG is a first-class 
graphics engine and can do all the really advanced effects when in 
capable hands.


A gallery and derived software section is not the right place for that, 
because we'll often want to list any/all projects there, whereas in a 
Showcase section we can pick and choose to try and put the best face 
possible for potential new users.


People who stumble upon OSG when looking for a graphics engine will 
probably look at the About section before the Community section, because 
they are first interested in whether OSG can fit their purposes, and 
realize the benefit of the large community later. So to make a good 
first impression, I think we need a section in About that will show what 
can be done with OSG.


Just my two cents,

J-S
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Re: [osg-users] Why no games with OSG?

2012-04-26 Thread Maia Randria
Hi Chris,
Thanks for your quick response.
Yes, I understood that these are add-ons but once added, OSG seems to be 
"quite" similar to Delta3 ? This could be confusing, at least for me.

For our applications, we intend to interact with several human characters (with 
audio, then lipsynch, etc.): what would be your advice ? I read somewhere in 
this forum that osgAnimation can only use one character (compared to many in 
Delta3D) ? Am I right ?

Cheers,

Maia

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Re: [osg-users] Mac OS runtime problem

2012-04-26 Thread Stephan Huber
Hi Tobias,

Am 26.04.12 12:15, schrieb Tobias Duckworth:
> Further to Stephan's suggestion, since llvm-gcc-4.2 supports OpenMP, I was 
> able to get everything running using llvm-gcc-4.2. 
> (Thanks Stephan for the info that llvm-gcc-42 now supports OpenMP)
> 
> However, it still strikes me as odd that failure occurs when compiling my 
> program with gcc and linking to OSG built with llvm.


I have no idea. I have the suspicion, that the optimization of llvm is
too aggressive (osg is compiled with -O3), but I'll have to do some more
tests.


cheers,

Stephan
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Re: [osg-users] Why no games with OSG?

2012-04-26 Thread Chris Hanson
>
> > As others have pointed out, OSG is not a game engine. It's a scene graph
> and should be used in this context (no pun intended). There are plenty of
> rendering technologies that use OSG under the hood. When I went to IITSEC
> last year, there were a lot of vendors using OSG underneath for rendering.
>


> Being new to OSG, I might miss something but I can’t see the difference
> between OSG  and Delta3D.
> OSG can have several tools (VRPN as does delta3D), audio (osgAudio vs.
> openAL for delta3D), physics (osgODE vs. ODE for delta3D), GUI (osgQt),
> animation (osgCal & osgAnimation vs. cal3D for Delta3D).
> By adding these stuffs, if I am not wrong, is OSG becoming like a full
> game engine (equivalent to delta3D)?
>

  Well, many of those projects you cite are not "part of" OSG, rather they
are add-ons to OSG.

  yes, they overlap some capability of D3D, but D3D sort of delivers them
as an integrated whole, with a number of additional features as well.


> I found even some old discussions between people on the forum
> (pro-delta3D) not agreeing, for example, to add audio to osg since this is
> scenegraph, etc.
>

  Welcome to Open Source!


> What is the difference between these two opensource (I mean, once these
> tools added) ? What would be your advice for a newbie to delta3D/OSG ?
>

  If you're writing a simulation game, Delta3D (or FlightGear) offer many
helpful features.

  However, many people prefer to work closer to the metal so to speak, and
if they don't find the lack of those features to be an issue for their
particular type of game, then they go with plain OSG (and sometimes
re-invent some of those features themselves, possibly because they prefer
to do it "their way" instead of D3D's way).
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Re: [osg-users] Building new website, assistance appreciated!

2012-04-26 Thread Jordi Torres
Hi J-S, Robert, Michael et al,

@J-S I picked up your suggestions and I just added download->
tools/data/dependencies. About showcase menu item I already have a similiar
item in community->Derived Software, but if you feel it's worth to have it
in About I will go ahead with this change. Next doubts in a separate
thread, thanks for helping me!

@Robert Ok I won't change the menu, it's not necessary and I really don't
like to have two menus :). I added a gallery to the front page, very simple
and clean IMO, I pick the screenshots of the media gallery. About twitter I
really don't know, I will have to dive in as I am too a twitter newbie. I
will try to set community news in the front page below the osg project
news.

@Michael I am with Robert, I rather to have authors and publishers
profiles, and if anybody in the community wants to post any information he
will be able to do it once he is registered and his post is reviewed.

Thank you all for getting involved!

Cheers.

2012/4/26 michael kapelko 

> As for community news, they can be posted once a month since those are
> community news, only special news like OSG releases, books,
> significant projects should have complete newsletter dedicated to
> them. Reading 'requests to add news' I felt you may have understood
> that I want immediate news posting, but no, only once in a while so
> that main page doesn't become a clutter.
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Re: [osg-users] Why no games with OSG?

2012-04-26 Thread Maia Randria

S2LR wrote:
> Hi,
> 
> As others have pointed out, OSG is not a game engine. It's a scene graph and 
> should be used in this context (no pun intended). There are plenty of 
> rendering technologies that use OSG under the hood. When I went to IITSEC 
> last year, there were a lot of vendors using OSG underneath for rendering.
> 
> In terms of gaming, take a look at Delta3D which is an open source gaming 
> engine using OSG technology...
> 
> http://www.delta3d.org/
> 
> -Shayne



Hi,

Being new to OSG, I might miss something but I can’t see the difference between 
OSG  and Delta3D.
OSG can have several tools (VRPN as does delta3D), audio (osgAudio vs. openAL 
for delta3D), physics (osgODE vs. ODE for delta3D), GUI (osgQt), animation 
(osgCal & osgAnimation vs. cal3D for Delta3D).
By adding these stuffs, if I am not wrong, is OSG becoming like a full game 
engine (equivalent to delta3D)?

I found even some old discussions between people on the forum (pro-delta3D) not 
agreeing, for example, to add audio to osg since this is scenegraph, etc.

What is the difference between these two opensource (I mean, once these tools 
added) ? What would be your advice for a newbie to delta3D/OSG ?

Thank you,

Maia

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Re: [osg-users] bug with osg::Matrix2 in head rev

2012-04-26 Thread Sergey Polischuk
Replying to myself :)

Problem is: declaration of set(...) methods in derived Matrix*Template classes 
hides base class MatrixTemplate::set(...) pack of methods
This can be solved by adding line:
using MatrixTemplate<[template params]>::set;

in each derived class declaration.

May be someone have better solution?

Cheers,
Sergey.


26.04.2012, 12:50, "Sergey Polischuk" :
> Hello there
>
> copy constructors for matrix2 now not work (and by this i mean code will not 
> compile), i believe other matrices that are done with MatrixTemplate have 
> same behavior
>
> repro code:
>
> #include 
>
> int main(int argc, char** argv)
> {
>  osg::Matrix2 m(0,0,0,0);
>  osg::Matrix2 m1(m); //<- compilation fails on this line
>  return 0;
> }
>
> Cheers,
> Sergey.
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Re: [osg-users] Building new website, assistance appreciated!

2012-04-26 Thread michael kapelko
As for community news, they can be posted once a month since those are
community news, only special news like OSG releases, books,
significant projects should have complete newsletter dedicated to
them. Reading 'requests to add news' I felt you may have understood
that I want immediate news posting, but no, only once in a while so
that main page doesn't become a clutter.
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Re: [osg-users] Mac OS runtime problem

2012-04-26 Thread Tobias Duckworth
Hi,

Further to Stephan's suggestion, since llvm-gcc-4.2 supports OpenMP, I was able 
to get everything running using llvm-gcc-4.2. (Thanks Stephan for the info that 
llvm-gcc-42 now supports OpenMP)

However, it still strikes me as odd that failure occurs when compiling my 
program with gcc and linking to OSG built with llvm.


... 

Thank you!

Cheers,
Tobias

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Re: [osg-users] osgautocapture not working

2012-04-26 Thread Robert Osfield
Hi Christophe,

Good catch, looking at the code I can only assume that both the
original author and myself didn't test the non user specified camera
path.  I've added your suggested code and it works fine.  Change now
merged and submitted to svn/trunk.

Cheers,
Robert.

On 26 April 2012 09:31, Christophe Herreman
 wrote:
> Hi,
>
> The OsgAutoCapture example isn't working because the CameraManipulator is not 
> added to the viewer.
>
> So, just add viewer.setCameraManipulator( keyswitchManipulator.get() ); on 
> line 352.
>
> Cheers,
> Christophe
>
>
> Code:
>
> // Only add camera manipulators if camera is not specified
> camera_specified=false;
> osg::ref_ptr keyswitchManipulator = new 
> osgGA::KeySwitchMatrixManipulator;
>
> keyswitchManipulator->addMatrixManipulator( '1', "Trackball", new 
> osgGA::TrackballManipulator() );
> keyswitchManipulator->addMatrixManipulator( '2', "Flight", new 
> osgGA::FlightManipulator() );
> keyswitchManipulator->addMatrixManipulator( '3', "Drive", new 
> osgGA::DriveManipulator() );
> keyswitchManipulator->addMatrixManipulator( '4', "Terrain", new 
> osgGA::TerrainManipulator() );
>
> viewer.setCameraManipulator( keyswitchManipulator.get() );
>
>
>
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=47312#47312
>
>
>
>
>
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Re: [osg-users] Mac OS runtime problem

2012-04-26 Thread Tobias Duckworth
Hi Stephen,

Thanks for your response.

Yes I tried using llvm-gcc42 (from Macports) to build OSG yesterday - 
Unfortunately with the same end result.

I didn't know that llvm-gcc42 includes OpenMP, this may be a solution to my 
problem.  Thanks for the hint, I will look into it.

That aside, I'd still like to understand why compiling OSG with llvm and my 
program with gcc causes the observed problem.  Surely I shouldn't have to care 
which compiler the libraries I'm linking against are built with?



... 

Thank you!

Cheers,
Tobias

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Re: [osg-users] Building new website, assistance appreciated!

2012-04-26 Thread Robert Osfield
Hi Jordi,

The new openscenegraph.com template looks great.  I feel that the
upper menu both looks clean and is easy to navigate.  I don't think
having two menus on the home page would be appropriate, I'd rather
have one menu with all the main categories and then have the sub
categories nest within each menu  - like is done with the new rev of
openscenegraph.com.

W.r.t news, the Twitter feed looks good and it's nice to see how
dynamic the feed is - possibly too dynamic as a lot of the twitter
posts look of rather niche interest.  How easy it to filter the feeds
that are followed?  I'm a complete Twitter newbie :-)

Having community new feed in on the front page is a good idea too, but
I wouldn't want it to drown out the big news items like OSG releases
and book publications.  Perhaps having a high volume general news
module and low volume project news module with the project news one
kept small enough to allow the larger block of community new below it.
 I'm guessing we don't need too much other project introduction on the
home page, pictures/slideshows and short sentence would be sufficient
- as long as the links for more information and all visible it'd be
fine.

As for submitting community news, an dedicated email might be possible
but I can't help feel that it could be abused by spammers. Personally
I feel that news items making it onto the front page really need some
editorial oversight.  Since with Joomla we have the ability of
community members to log in and if they have permission add articles I
don't think it'd require too much interaction between people to make
it happen - we just need to make sure that we have more than one
editor available to handle the requests to add news.

Robert.
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Re: [osg-users] Mac OS runtime problem

2012-04-26 Thread Stephan Maximilian Huber
HI,

have you tried to compile your own code and osg with the llvm-gcc4.2
compiler? llvm-gcc 4.2 should include openMP. (Haven't tested that by
myself)

HTH,
Stephan


Am 26.04.12 11:09, schrieb Tobias Duckworth:
> Hi,
> 
> I'm building OpenSceneGraph from the head of the trunk on Mac OS 10.7 Lion 
> using CMake.  The build works straight out of the box defaulting to the llvm 
> compilers.
> 
> I'm using OpenSceneGraph in a project built using gcc-mp-4.7, and so linking 
> to the libraries built in the above step from my project.
> 
> I'm experiencing a problem with primitive sets at runtime - Namely, a 
> primitive set I create causes a crash when it goes out of scope.
> 
> I've managed to boil my problem down to a very simple implementation:
> 
> 
> Code:
> 
> int main(int argc, char *argv[])
> {
> osg::ref_ptr p = new osg::DrawElementsUByte();
> return 0;
> }
> 
> 
> 
> 
> 
> When executed, with the OSG libraries built using llvm, and the program built 
> using gcc-mp-4.7, the following happens:
> 
> 
> Code:
> 
> Tobys-MacBook-Pro:xxx tobiasduckworth$ ./3DRecon.app/Contents/MacOS/3DRecon 
> 3DRecon(23649,0x7fff7612f960) malloc: *** error for object 0x10e163ec0: 
> pointer being freed was not allocated
> *** set a breakpoint in malloc_error_break to debug
> Abort trap: 6
> 
> 
> 
> 
> However, if I build the program using the same compiler (llvm) as OSG, then 
> it runs fine.
> 
> My program uses OpenMP, so I need to use gcc to get this to compile, 
> otherwise I could move to llvm.
> 
> I also tried to build OSG using gcc, but this failed due to osgViewer using 
> Objective C.
> 
> Does anyone have any idea what might be going wrong here?
> Should I be able to build OSG using llvm and my application using gcc?
> 
> Hoping someone can shed some light,
> ... 
> 
> Thank you!
> 
> Cheers,
> Tobias
> 
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=47314#47314
> 
> 
> 
> 
> 
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[osg-users] Mac OS runtime problem

2012-04-26 Thread Tobias Duckworth
Hi,

I'm building OpenSceneGraph from the head of the trunk on Mac OS 10.7 Lion 
using CMake.  The build works straight out of the box defaulting to the llvm 
compilers.

I'm using OpenSceneGraph in a project built using gcc-mp-4.7, and so linking to 
the libraries built in the above step from my project.

I'm experiencing a problem with primitive sets at runtime - Namely, a primitive 
set I create causes a crash when it goes out of scope.

I've managed to boil my problem down to a very simple implementation:


Code:

int main(int argc, char *argv[])
{
osg::ref_ptr p = new osg::DrawElementsUByte();
return 0;
}





When executed, with the OSG libraries built using llvm, and the program built 
using gcc-mp-4.7, the following happens:


Code:

Tobys-MacBook-Pro:xxx tobiasduckworth$ ./3DRecon.app/Contents/MacOS/3DRecon 
3DRecon(23649,0x7fff7612f960) malloc: *** error for object 0x10e163ec0: pointer 
being freed was not allocated
*** set a breakpoint in malloc_error_break to debug
Abort trap: 6




However, if I build the program using the same compiler (llvm) as OSG, then it 
runs fine.

My program uses OpenMP, so I need to use gcc to get this to compile, otherwise 
I could move to llvm.

I also tried to build OSG using gcc, but this failed due to osgViewer using 
Objective C.

Does anyone have any idea what might be going wrong here?
Should I be able to build OSG using llvm and my application using gcc?

Hoping someone can shed some light,
... 

Thank you!

Cheers,
Tobias

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[osg-users] bug with osg::Matrix2 in head rev

2012-04-26 Thread Sergey Polischuk
Hello there

copy constructors for matrix2 now not work (and by this i mean code will not 
compile), i believe other matrices that are done with MatrixTemplate have same 
behavior

repro code:

#include 

int main(int argc, char** argv)
{
 osg::Matrix2 m(0,0,0,0);
 osg::Matrix2 m1(m); //<- compilation fails on this line
 return 0;
}

Cheers,
Sergey.
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Re: [osg-users] osgautocapture not working

2012-04-26 Thread Christophe Herreman
Hi,

The OsgAutoCapture example isn't working because the CameraManipulator is not 
added to the viewer.

So, just add viewer.setCameraManipulator( keyswitchManipulator.get() ); on line 
352.

Cheers,
Christophe


Code:

// Only add camera manipulators if camera is not specified
camera_specified=false;
osg::ref_ptr keyswitchManipulator = new 
osgGA::KeySwitchMatrixManipulator;

keyswitchManipulator->addMatrixManipulator( '1', "Trackball", new 
osgGA::TrackballManipulator() );
keyswitchManipulator->addMatrixManipulator( '2', "Flight", new 
osgGA::FlightManipulator() );
keyswitchManipulator->addMatrixManipulator( '3', "Drive", new 
osgGA::DriveManipulator() );
keyswitchManipulator->addMatrixManipulator( '4', "Terrain", new 
osgGA::TerrainManipulator() );

viewer.setCameraManipulator( keyswitchManipulator.get() );  




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