Re: [osg-users] Shadow Volumes integration

2013-02-01 Thread Robert Osfield
Hi Johan and JS,

My inclination would be towards using a nested namespace as suggest by
J-S, this will avoid wider namespace pollution with generic names, but
still allow the implementation to use the short hand and end up with
more readable code.  Another twist on this is to use the class as a
namespace, so have the support classes nested within the
ShadowTechnique implementation.

Robert.

On 1 February 2013 00:38, Jean-Sébastien Guay jean_...@videotron.ca wrote:
 Hi John,

 One suggestion, you could use nested namespaces, and then abbreviate locally
 so it's easier to read. For example:


 namespace osgShadow
 {
 namespace ShadowVolume
 {
 class Occluder { ... }
 }
 }

 // then in some .cpp file where you need to use it:

 namespace osgsv = osgShadow::ShadowVolume;

 void someFunction()
 {
 osg::ref_ptrosgsv::Occluder occluder = new osgsv::Occluder;
 }

 That way we don't need a new separate top-level namespace, it shows it's
 clearly a shadow technique so it's in osgShadow, yet it's separate from the
 other osgShadow code so you prevent name clashes. And using the abbreviated
 name locally helps with code that would become really verbose and hard to
 read, while not being ambiguous like using namespace ... in the case some
 classes have the same name eventually.

 Just a suggestion, I don't know if Robert will like this style, he may
 prefer one of your other suggestions but this is another alternative to add
 to the mix.

 J-S



 On 31/01/2013 5:21 AM, PCJohn wrote:

 Hi,

 me and my coleague have developed number of Shadow Volume shadow
 algorithms
 and we would like to contribute them one day to OSG.

 To mention the reason for Shadow Volumes: They are often used in CAD, etc.
 as
 they work in screen space, thus they do not suffer with
 aliasing/resolution
 problems of Shadow Map-based algorithms. Surely, you pay the quality by
 the
 speed. But sometimes, you simply can not tolerate shadow artifacts and
 performance of shadow volumes on today graphics cards is basically
 excellent
 (in my eyes).

 My questions (probably on Robert) to best fit with OSG design:

 - My implementation covers number of methods (7-10 planned, 2 in
 developement,
 4 finished) starting from simple cpu implementations and finishing by
 geometry
 shader and OpenCL implementations (silhouette based approaches). Thus I
 have
 family of classes like Occluder, OccluderGroup, ShadowDataBuilder,
 CpuSilhouetteDataBuilder, OpenCLSilhouetteOccluder (12 at the moment,
 and
 more on the way). I was considering to append them to osgShadow library,
 but I
 am worrying about some name clashes as, for instance, Occluder or
 ShadowDataBuilder are too general names and developers of Shadow Maps
 might
 (1) want to use them or (2) they might cause some confusion as there is
 already, for instance, OccluderGeometry class.

 Would you prefer to:
 (a) do not worry about clashes and simply use Occluder name as it is still
 not
 in use in osgShadow (the same with all other classes).
 (b) to create namespace osgShadowVolume and make ecosystem of classes of
 shadow maps and shadow volumes distinct - they really does not have much
 in
 common and probably only share just two abstract base classes:
 osgShadow::ShadowedScene and osgShadow::ShadowTechnique. Having two
 separate
 namespaces may make even doc more understandable because when looking for
 a
 particular class, I will look into the appropriate namespace and not to
 the
 mix of both shadow approaches.
 (c) prepend Occluder by a prefix SV, e.g. SVOccluder, SVOccluderGroup
 (d) prepend Occluder by ShadowVolume prefix, e.g. ShadowVolumeOccluder,
 ShadowVolumeVertexExtrusionDataBuilder,
 ShadowVolumeGeometryShader2DManifoldSilhouetteOccluder. I am just not sure
 if
 some names would not lost readability - 4 words in class name seems
 acceptable
 to me but adding two more seems too much. And surely, I would need to
 think
 how to make the longest names a little bit shorter - the last class still
 does
 not exist, but its full name would not be acceptable.
 (e) postpone the decision

 I am refactoring my code now so any suggestions welcomed.
 John

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Re: [osg-users] [osgPlugins] : Cannot compile DDS plugin GL_HALF_FLOAT not defined in this scope

2013-02-01 Thread Robert Osfield
Hi Christian,

On 1 February 2013 07:31, Christian Schulte christian.schu...@onera.fr wrote:
 my nightly build worked fine on RedHat 5.3(64bits) but also on CentOS
 6.3(64bits), WinXP(32bits)¨and Win7(64bits).
 Thanks again for your quick answer and solution.
 By the way did you think about how to correct the math.h problem (regarding
 the round function, see discussion [osg-users] [osgPlugins] DDS Texture
 vanish with LINEAR_MIPMAP_LINEAR) ? In our environment I have recompiled
 all OSG 3.0.1 and trunk replacing math.h by cmath in include/osg/Math and
 didn't have any problems until now.

The only way to find out whether cmath is safe to use in
include/osg/Math is to do it and then get the community to test across
the full set of platforms.  Problem areas are likely to be HP-UX, AIX,
Solaris and IRIX.  The later being the most likely to be a problem but
it's also not something we official support now as no one tests on
that platform that I'm aware of.

Perhaps we could put a CMAKE variable into control whether to use
cmath or math.h in case using cmath is problematic.  This does add
complexity though and if we don't need it it'll be a waste of time.
There is no way for me to know until we do wider testing.

Robert.
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Re: [osg-users] [osgPlugins] : Cannot compile DDS plugin GL_HALF_FLOAT not defined in this scope

2013-02-01 Thread Christian Schulte

Hi Robert,

I agree with you that there is no other way than testing. Maybe we could 
make an platform dependent include of math.h instead of cmath for the 
platforms you think there is a risk (like IRIX) on the trunk and ask the 
community to test it.


Christian

Le 01/02/2013 10:13, Robert Osfield a écrit :

Hi Christian,

On 1 February 2013 07:31, Christian Schulte christian.schu...@onera.fr wrote:

my nightly build worked fine on RedHat 5.3(64bits) but also on CentOS
6.3(64bits), WinXP(32bits)¨and Win7(64bits).
Thanks again for your quick answer and solution.
By the way did you think about how to correct the math.h problem (regarding
the round function, see discussion [osg-users] [osgPlugins] DDS Texture
vanish with LINEAR_MIPMAP_LINEAR) ? In our environment I have recompiled
all OSG 3.0.1 and trunk replacing math.h by cmath in include/osg/Math and
didn't have any problems until now.

The only way to find out whether cmath is safe to use in
include/osg/Math is to do it and then get the community to test across
the full set of platforms.  Problem areas are likely to be HP-UX, AIX,
Solaris and IRIX.  The later being the most likely to be a problem but
it's also not something we official support now as no one tests on
that platform that I'm aware of.

Perhaps we could put a CMAKE variable into control whether to use
cmath or math.h in case using cmath is problematic.  This does add
complexity though and if we don't need it it'll be a waste of time.
There is no way for me to know until we do wider testing.

Robert.
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Re: [osg-users] [build] How to play Video on Android

2013-02-01 Thread Jan Ciger
On Fri, Feb 1, 2013 at 8:24 AM, Koduri Lakshmi ankiredd...@gmail.comwrote:

 If I added -lffmpeg to LOCAL_LDLIBS in Android.mk file then I am
 getting the following error.


 Code:
 cannot find -lffmpeg

 Can you please help how to link ffmpeg plugin for Andorid.


Maybe dumb question, but do you actually have ffmpeg for Android compiled
and the libraries installed? It isn't included with the precompiled pack of
OSG dependencies for Android. I also believe that the library is not
actually called libffmpeg.so.x.x but that there are several shared libs
that you need to link in - libavformat, libavcodec and libavutils (maybe
few more).

Regards,

Jan
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Re: [osg-users] Fedora 18 with nVidia driver: OSG crashes session

2013-02-01 Thread Jan Ciger
On Fri, Feb 1, 2013 at 1:38 AM, Ulrich Hertlein u.hertl...@sandbox.dewrote:

 I agree with Robert, this doesn't look OSG-specific.

 Have you tried running 'glxinfo' and 'glxgears' to check if OpenGL support
 is available?


Yes, run glxinfo and check whether you are actually running Nvidia/ATI
binary driver - look for the renderer line in the output. I think Fedora
installs the open source drivers for Nvidia/ATI by default and they will
not work correctly for OSG.

Regards,

Jan
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Re: [osg-users] [build] How to play Video on Android

2013-02-01 Thread Jordi Torres
Hi Koduri as Jan said you have to add the generated ffmpeg static libs, I
have in my Android.mk:

$(OSG_SDK)/obj/local/armeabi-v7a/libavformat.a \
$(OSG_SDK)/obj/local/armeabi-v7a/libavcodec.a \
$(OSG_SDK)/obj/local/armeabi-v7a/libavdevice.a \
$(OSG_SDK)/obj/local/armeabi-v7a/libswscale.a \
$(OSG_SDK)/obj/local/armeabi-v7a/libavutil.a \
$(OSG_SDK)/obj/local/armeabi-v7a/libswresample.a \
$(OSG_SDK)/obj/local/armeabi-v7a/libswresample.a \

But I use 0.8 version so make sure about what static libraries have you
generated for ffmpeg in the 1.0 version.

Cheers.

2013/2/1 Jan Ciger jan.ci...@gmail.com


 On Fri, Feb 1, 2013 at 8:24 AM, Koduri Lakshmi ankiredd...@gmail.comwrote:

 If I added -lffmpeg to LOCAL_LDLIBS in Android.mk file then I am
 getting the following error.


 Code:
 cannot find -lffmpeg

 Can you please help how to link ffmpeg plugin for Andorid.


 Maybe dumb question, but do you actually have ffmpeg for Android compiled
 and the libraries installed? It isn't included with the precompiled pack of
 OSG dependencies for Android. I also believe that the library is not
 actually called libffmpeg.so.x.x but that there are several shared libs
 that you need to link in - libavformat, libavcodec and libavutils (maybe
 few more).

 Regards,

 Jan





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Re: [osg-users] [build] How to play Video on Android

2013-02-01 Thread Koduri Lakshmi
Hi Jordi Torres and Jan Ciger,

Thank you very much for the reply.

I downloaded ffmpeg1.0 from FFmpeg site. Now compiled statically to generate 
.a files. I generated 

/armeabi-v7a/libavformat.a
/armeabi-v7a/libavcodec.a
/armeabi-v7a/libavdevice.a
/armeabi-v7a/libswscale.a
l/armeabi-v7a/libavutil.a
/armeabi-v7a/libswresample.a
/armeabi-v7a/libswresample.a.

After this I downloaded the  latest submission for ffmpeg plugin (by David 
Longest  dated Oct 09, 2012). Replaced all files of this to 
$OSG/src/plugins/ffmpeg folder. Now I gave the following cmake command


Code:
cmake .. -DOSG_BUILD_PLATFORM_ANDROID=ON -DDYNAMIC_OPENTHREADS=OFF 
-DDYNAMIC_OPENSCENEGRAPH=OFF -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF 
-DOSG_GL_MATRICES_AVAILABLE=ON -DOSG_GL_VERTEX_FUNCS_AVAILABLE=ON 
-DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=ON -DOSG_GL_FIXED_FUNCTION_AVAILABLE=ON 
-DOSG_CPP_EXCEPTIONS_AVAILABLE=OFF -DOSG_GL1_AVAILABLE=OFF

 -DFFMPEG_LIBAVCODEC_INCLUDE_DIRS=/home/ttpl/Android/OSGSupport/ffmpeg 
-DFFMPEG_LIBAVCODEC_LIBRARIES=/home/ttpl/Android/OSGSupport/ffmpeg/libavcodec.a 
 -DFFMPEG_LIBAVDEVICE_INCLUDE_DIRS=/home/ttpl/Android/OSGSupport/ffmpeg   
-DFFMPEG_LIBAVDEVICE_LIBRARIES=/home/ttpl/Android/OSGSupport/ffmpeg/libavdevice.a
 -DFFMPEG_LIBAVFORMAT_INCLUDE_DIRS=/home/ttpl/Android/OSGSupport/ffmpeg 
-DFFMPEG_LIBAVFORMAT_LIBRARIES=/home/ttpl/Android/OSGSupport/ffmpeg/libavformat.a
 -DFFMPEG_LIBAVUTIL_INCLUDE_DIRS=/home/ttpl/Android/OSGSupport/ffmpeg 
-DFFMPEG_LIBAVUTIL_LIBRARIES=/home/ttpl/Android/OSGSupport/ffmpeg/libavutil.a 
-DFFMPEG_LIBSWSCALE_INCLUDE_DIRS=/home/ttpl/Android/OSGSupport/ffmpeg 
-DFFMPEG_LIBSWSCALE_LIBRARIES=/home/ttpl/Android/OSGSupport/ffmpeg/libswscale.a 
-DFFMPEG_ROOT=/home/ttpl/Android/OSGSupport/ffmpeg

-DOSG_GL2_AVAILABLE=OFF -DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=ON 
-DOSG_GLES2_AVAILABLE=OFF -DCMAKE_CXX_FLAGS=__STDC_CONSTANT_MACROS -DJ=4 
-DCMAKE_INSTALL_PREFIX=/home/ttpl/Android/OpenSceneGraph-3.0.1_GL1/osginstall 



Faced some error and solved them. 

make install installed all include and lib files to 
/home/ttpl/Android/OpenSceneGraph-3.0.1_GL1/osginstall folder.

I gave /home/ttpl/Android/OpenSceneGraph-3.0.1_GL1/osginstall  path as 
OSG_ANDROID_DIR in Android.mk files.

As of my knowledge to use ffmpeg plugin I should use USE_OSGPLUGIN() macro. 
Here I am facing problem. I dont have much idea how to use this plugin.

Can you please help me how to link ffmpeg plugin for Android.

... 


Thank you!

Cheers,
Koduri

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Re: [osg-users] Fedora 18 with nVidia driver: OSG crashes session

2013-02-01 Thread Stuart Mentzer
Hi,

To clarify, problem is already solved with the fix to xorg.conf I posted. 
glxinfo and glxgears were not running correctly and now they are.

Yes, I am running nvidia drivers properly and all was well under F17 as I 
stated. This is a bug in F18 that should get fixed eventually.

Thanks all,
Stuart

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Re: [osg-users] [build] How to play Video on Android

2013-02-01 Thread Jordi Torres
Hi Koduri,

You can create a Quad and then add the image stream, something like that:

osg::ref_ptrosg::Image image = osgDB::readImageFile(
/sdcard/videodemo256256.avi.ffmpeg );
osg::ImageStream* imageStream = dynamic_castosg::ImageStream*(
image.get() );
if ( imageStream )
{
 imageStream-play();
}
osg::ref_ptrosg::Texture2D texture = new osg::Texture2D;
texture-setImage( image.get() );

osg::ref_ptrosg::Geometry quad = osg::createTexturedQuadGeometry(
osg::Vec3(), osg::Vec3(1.0f, 0.0f, 0.0f), osg::Vec3(0.0f, 0.0f,
1.0f),0,1,1,0 );
quad-getOrCreateStateSet()-setTextureAttributeAndModes( 0,
texture.get() );

osg::ref_ptrosg::Geode geode = new osg::Geode;
geode-addDrawable( quad.get() );

Cheers.


2013/2/1 Koduri Lakshmi ankiredd...@gmail.com

 Hi Jordi Torres and Jan Ciger,

 Thank you very much for the reply.

 I downloaded ffmpeg1.0 from FFmpeg site. Now compiled statically to
 generate .a files. I generated

 /armeabi-v7a/libavformat.a
 /armeabi-v7a/libavcodec.a
 /armeabi-v7a/libavdevice.a
 /armeabi-v7a/libswscale.a
 l/armeabi-v7a/libavutil.a
 /armeabi-v7a/libswresample.a
 /armeabi-v7a/libswresample.a.

 After this I downloaded the  latest submission for ffmpeg plugin (by David
 Longest  dated Oct 09, 2012). Replaced all files of this to
 $OSG/src/plugins/ffmpeg folder. Now I gave the following cmake command


 Code:
 cmake .. -DOSG_BUILD_PLATFORM_ANDROID=ON -DDYNAMIC_OPENTHREADS=OFF
 -DDYNAMIC_OPENSCENEGRAPH=OFF -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF
 -DOSG_GL_MATRICES_AVAILABLE=ON -DOSG_GL_VERTEX_FUNCS_AVAILABLE=ON
 -DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=ON
 -DOSG_GL_FIXED_FUNCTION_AVAILABLE=ON -DOSG_CPP_EXCEPTIONS_AVAILABLE=OFF
 -DOSG_GL1_AVAILABLE=OFF

  -DFFMPEG_LIBAVCODEC_INCLUDE_DIRS=/home/ttpl/Android/OSGSupport/ffmpeg
 -DFFMPEG_LIBAVCODEC_LIBRARIES=/home/ttpl/Android/OSGSupport/ffmpeg/libavcodec.a
  -DFFMPEG_LIBAVDEVICE_INCLUDE_DIRS=/home/ttpl/Android/OSGSupport/ffmpeg
 -DFFMPEG_LIBAVDEVICE_LIBRARIES=/home/ttpl/Android/OSGSupport/ffmpeg/libavdevice.a
 -DFFMPEG_LIBAVFORMAT_INCLUDE_DIRS=/home/ttpl/Android/OSGSupport/ffmpeg
 -DFFMPEG_LIBAVFORMAT_LIBRARIES=/home/ttpl/Android/OSGSupport/ffmpeg/libavformat.a
 -DFFMPEG_LIBAVUTIL_INCLUDE_DIRS=/home/ttpl/Android/OSGSupport/ffmpeg
 -DFFMPEG_LIBAVUTIL_LIBRARIES=/home/ttpl/Android/OSGSupport/ffmpeg/libavutil.a
 -DFFMPEG_LIBSWSCALE_INCLUDE_DIRS=/home/ttpl/Android/OSGSupport/ffmpeg
 -DFFMPEG_LIBSWSCALE_LIBRARIES=/home/ttpl/Android/OSGSupport/ffmpeg/libswscale.a
 -DFFMPEG_ROOT=/home/ttpl/Android/OSGSupport/ffmpeg

 -DOSG_GL2_AVAILABLE=OFF -DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=ON
 -DOSG_GLES2_AVAILABLE=OFF -DCMAKE_CXX_FLAGS=__STDC_CONSTANT_MACROS -DJ=4
 -DCMAKE_INSTALL_PREFIX=/home/ttpl/Android/OpenSceneGraph-3.0.1_GL1/osginstall



 Faced some error and solved them.

 make install installed all include and lib files to
 /home/ttpl/Android/OpenSceneGraph-3.0.1_GL1/osginstall folder.

 I gave /home/ttpl/Android/OpenSceneGraph-3.0.1_GL1/osginstall  path as
 OSG_ANDROID_DIR in Android.mk files.

 As of my knowledge to use ffmpeg plugin I should use USE_OSGPLUGIN()
 macro. Here I am facing problem. I dont have much idea how to use this
 plugin.

 Can you please help me how to link ffmpeg plugin for Android.

 ...


 Thank you!

 Cheers,
 Koduri

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Re: [osg-users] [build] How to play Video on Android

2013-02-01 Thread Koduri Lakshmi
Hi Jordi Torres,

Thank you very much for the help. I did that in .cpp file as follows


 
Code:
   img = osgDB::readImageFile(filename);
videoStream[idx] = dynamic_castosg::ImageStream*(img);

if (videoStream[idx].valid())
{
LOG( Got movie);
videoStream[idx]-setLoopingMode( osg::ImageStream::NO_LOOPING);

}
else
   {
  LOG( No movie!);
   }

 aspectRatio = (float)img-t() / (float)img-s();
 videoWidth = img-t();
 videoHeight =img-s();

 mVideoTexture = new osg::Texture2D;
 geode = new osg::Geode;
 mVideoTexture-setImage( videoStream[idx].get() );

 geode-addDrawable(osg::createTexturedQuadGeometry(
 osg::Vec3(0, 0, 0),
 osg::Vec3(videoWidth, 0, 0),
 osg::Vec3(0, 0, videoHeight)
 ));
geode-getOrCreateStateSet()-setTextureAttributeAndModes(0, 
mVideoTexture, osg::StateAttribute::ON );
mtForMarker[idx] = new osg::MatrixTransform();
 mtForMarker[idx]-addChild(geode.get());


 modelSwitch-addChild(mtForMarker[idx]);




but it is not compiling. When I gave nkd-build then getting above said 
errors. I think these are linker errors. How to use ffmpeg plugin-in my code.



... 


Thank you!

Cheers,
Koduri

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Re: [osg-users] [build] How to play Video on Android

2013-02-01 Thread Jordi Torres
You should investigate further about what are failing in your compilation
and fix it, as I don't have your computer in front of me I can't say much
more.

Sorry.



2013/2/1 Koduri Lakshmi ankiredd...@gmail.com

 Hi Jordi Torres,

 Thank you very much for the help. I did that in .cpp file as follows



 Code:
img = osgDB::readImageFile(filename);
 videoStream[idx] = dynamic_castosg::ImageStream*(img);

 if (videoStream[idx].valid())
 {
 LOG( Got movie);
 videoStream[idx]-setLoopingMode(
 osg::ImageStream::NO_LOOPING);

 }
 else
{
   LOG( No movie!);
}

  aspectRatio = (float)img-t() / (float)img-s();
  videoWidth = img-t();
  videoHeight =img-s();

  mVideoTexture = new osg::Texture2D;
  geode = new osg::Geode;
  mVideoTexture-setImage( videoStream[idx].get() );

  geode-addDrawable(osg::createTexturedQuadGeometry(
  osg::Vec3(0, 0, 0),
  osg::Vec3(videoWidth, 0, 0),
  osg::Vec3(0, 0, videoHeight)
  ));

 geode-getOrCreateStateSet()-setTextureAttributeAndModes(0, mVideoTexture,
 osg::StateAttribute::ON );
 mtForMarker[idx] = new osg::MatrixTransform();
  mtForMarker[idx]-addChild(geode.get());


  modelSwitch-addChild(mtForMarker[idx]);




 but it is not compiling. When I gave nkd-build then getting above said
 errors. I think these are linker errors. How to use ffmpeg plugin-in my
 code.



 ...


 Thank you!

 Cheers,
 Koduri

 --
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 http://forum.openscenegraph.org/viewtopic.php?p=52325#52325




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[osg-users] Compiling Stateset for Node Move

2013-02-01 Thread Cary, Karl A.
I need to move some nodes around in my structure that inherit various
parts of their statesets from it's parent nodes. Is there an easy way to
compile it's stateset for moving it around? I will give a very dumbed
down example of what I am trying to do:

 

 

  Grp 1

/   \

  /   \

 Grp 2 Grp 3

 |

 |

Grp 4

 

So each group has it's own stateset, but inherit some aspect of it's
state from it's parent. I want to move Grp 4 over to be under Grp 3. So
I would need to compile the full stateset of Grp 4 before I move it
over.

 

 

Karl Cary

SAIC

Software Developer

301-227-5656

 

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Re: [osg-users] [build] How to play Video on Android

2013-02-01 Thread Koduri Lakshmi
Hi Jordi Torres,

When I use jpeg plugin, I did the following things

1) USE_OSGPLUGIN(jpeg) in  .h file
2) Added -ljpeg to LOCAL_LDLIBS in Android.mk file
3) Added -losgdb_jpeg \ to LOCAL_LDFLAGS in Android.mk file.

Similarly I need to do for ffmpeg plugin also.

I added -lffmpeg to LOCAL_LDLIBS and  -losgdb_ffmpeg\ to LOCAL_LDFLAGS in 
Android.mk file. And added USE_OSGPLUGIN(ffmpeg) in  .h file. After ndk-build I 
am getting 


Code:
cannot find -lffmpeg 



If I remove -lffmpeg to LOCAL_LDLIBS then the above said errors.

What steps do I need to take to use ffmpeg plugin.
Does am I going in correct way.

I will dig more if the steps what I did are correct. Can you please guide me in 
correct way.
... 


Thank you!

Cheers,
Koduri

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Re: [osg-users] [build] How to play Video on Android

2013-02-01 Thread Jordi Torres
I said you in a previous mail, and Jan too.

You need to add to your TARGET_LDLIBS in the Android.mk of your application
the libraries generated when building the ffmpeg. NO ffmpeg.a library is
created so calling to -lffmpeg is an error and try to link with it too.

$(OSG_SDK)/obj/local/armeabi-v7a/libavformat.a \
$(OSG_SDK)/obj/local/armeabi-v7a/libavcodec.a \
$(OSG_SDK)/obj/local/armeabi-v7a/libavdevice.a \
$(OSG_SDK)/obj/local/armeabi-v7a/libswscale.a \
$(OSG_SDK)/obj/local/armeabi-v7a/libavutil.a \
$(OSG_SDK)/obj/local/armeabi-v7a/libswresample.a \
$(OSG_SDK)/obj/local/armeabi-v7a/libswresample.a \


2013/2/1 Koduri Lakshmi ankiredd...@gmail.com

 Hi Jordi Torres,

 When I use jpeg plugin, I did the following things

 1) USE_OSGPLUGIN(jpeg) in  .h file
 2) Added -ljpeg to LOCAL_LDLIBS in Android.mk file
 3) Added -losgdb_jpeg \ to LOCAL_LDFLAGS in Android.mk file.

 Similarly I need to do for ffmpeg plugin also.

 I added -lffmpeg to LOCAL_LDLIBS and  -losgdb_ffmpeg\ to LOCAL_LDFLAGS
 in Android.mk file. And added USE_OSGPLUGIN(ffmpeg) in  .h file. After
 ndk-build I am getting


 Code:
 cannot find -lffmpeg



 If I remove -lffmpeg to LOCAL_LDLIBS then the above said errors.

 What steps do I need to take to use ffmpeg plugin.
 Does am I going in correct way.

 I will dig more if the steps what I did are correct. Can you please guide
 me in correct way.
 ...


 Thank you!

 Cheers,
 Koduri

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 http://forum.openscenegraph.org/viewtopic.php?p=52328#52328




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[osg-users] getting errors in creating First OSG program

2013-02-01 Thread om prakash Paliwal
i am a beggineer ... and i stuck at very begining . i created my first OSG
program in ubuntu i get this error message ...


Scanning dependencies of target MyProject
[100%] Building CXX object CMakeFiles/MyProject.dir/test.cpp.o
/home/heart-hacker/osgproject/program-2/test.cpp:1:23: fatal error:
osg/ref_ptr: No such file or directory
compilation terminated.
make[2]: *** [CMakeFiles/MyProject.dir/test.cpp.o] Error 1
make[1]: *** [CMakeFiles/MyProject.dir/all] Error 2
make: *** [all] Error 2

 i have used cmake to build CMakeLists.txt .. suceeded

 but when run make command , above errors occured.
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Re: [osg-users] Fedora 18 with nVidia driver: OSG crashes session

2013-02-01 Thread Jan Ciger
On Fri, Feb 1, 2013 at 12:27 PM, Stuart Mentzer osgfo...@tevs.eu wrote:

 Hi,

 To clarify, problem is already solved with the fix to xorg.conf I posted.
 glxinfo and glxgears were not running correctly and now they are.

 Yes, I am running nvidia drivers properly and all was well under F17 as I
 stated. This is a bug in F18 that should get fixed eventually.


It seems that Fedora 18 is a really big lemon, there are quite a few
scathing reviews of the thing online - one here:
http://www.dedoimedo.com/computers/fedora-18-kde.html and I have seen an
even more scathing one elsewhere.

Good to know that OpenGL is screwed up as well - the review mentions that
the desktop effects don't work, I guess that OpenGL not working could be a
good explanation for that issue too ...


Jan
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Re: [osg-users] Shadow Volumes integration

2013-02-01 Thread PCJohn
Hi Robert and J-S,
thanks for suggestions. The namespace trick seems interesting.
I will try to lead our code in this direction.
John

On Friday 01 of February 2013 09:05:47 Robert Osfield wrote:
 Hi Johan and JS,
 
 My inclination would be towards using a nested namespace as suggest by
 J-S, this will avoid wider namespace pollution with generic names, but
 still allow the implementation to use the short hand and end up with
 more readable code.  Another twist on this is to use the class as a
 namespace, so have the support classes nested within the
 ShadowTechnique implementation.
 
 Robert.
 
 On 1 February 2013 00:38, Jean-Sébastien Guay jean_...@videotron.ca wrote:
  Hi John,
  
  One suggestion, you could use nested namespaces, and then abbreviate
  locally so it's easier to read. For example:
  
  
  namespace osgShadow
  {
  
  namespace ShadowVolume
  {
  
  class Occluder { ... }
  
  }
  
  }
  
  // then in some .cpp file where you need to use it:
  
  namespace osgsv = osgShadow::ShadowVolume;
  
  void someFunction()
  {
  
  osg::ref_ptrosgsv::Occluder occluder = new osgsv::Occluder;
  
  }
  
  That way we don't need a new separate top-level namespace, it shows it's
  clearly a shadow technique so it's in osgShadow, yet it's separate from
  the
  other osgShadow code so you prevent name clashes. And using the
  abbreviated
  name locally helps with code that would become really verbose and hard to
  read, while not being ambiguous like using namespace ... in the case
  some
  classes have the same name eventually.
  
  Just a suggestion, I don't know if Robert will like this style, he may
  prefer one of your other suggestions but this is another alternative to
  add
  to the mix.
  
  J-S
  
  On 31/01/2013 5:21 AM, PCJohn wrote:
  Hi,
  
  me and my coleague have developed number of Shadow Volume shadow
  algorithms
  and we would like to contribute them one day to OSG.
  
  To mention the reason for Shadow Volumes: They are often used in CAD,
  etc.
  as
  they work in screen space, thus they do not suffer with
  aliasing/resolution
  problems of Shadow Map-based algorithms. Surely, you pay the quality by
  the
  speed. But sometimes, you simply can not tolerate shadow artifacts and
  performance of shadow volumes on today graphics cards is basically
  excellent
  (in my eyes).
  
  My questions (probably on Robert) to best fit with OSG design:
  
  - My implementation covers number of methods (7-10 planned, 2 in
  developement,
  4 finished) starting from simple cpu implementations and finishing by
  geometry
  shader and OpenCL implementations (silhouette based approaches). Thus I
  have
  family of classes like Occluder, OccluderGroup, ShadowDataBuilder,
  CpuSilhouetteDataBuilder, OpenCLSilhouetteOccluder (12 at the moment,
  and
  more on the way). I was considering to append them to osgShadow library,
  but I
  am worrying about some name clashes as, for instance, Occluder or
  ShadowDataBuilder are too general names and developers of Shadow Maps
  might
  (1) want to use them or (2) they might cause some confusion as there is
  already, for instance, OccluderGeometry class.
  
  Would you prefer to:
  (a) do not worry about clashes and simply use Occluder name as it is
  still
  not
  in use in osgShadow (the same with all other classes).
  (b) to create namespace osgShadowVolume and make ecosystem of classes of
  shadow maps and shadow volumes distinct - they really does not have much
  in
  common and probably only share just two abstract base classes:
  osgShadow::ShadowedScene and osgShadow::ShadowTechnique. Having two
  separate
  namespaces may make even doc more understandable because when looking for
  a
  particular class, I will look into the appropriate namespace and not to
  the
  mix of both shadow approaches.
  (c) prepend Occluder by a prefix SV, e.g. SVOccluder, SVOccluderGroup
  (d) prepend Occluder by ShadowVolume prefix, e.g. ShadowVolumeOccluder,
  ShadowVolumeVertexExtrusionDataBuilder,
  ShadowVolumeGeometryShader2DManifoldSilhouetteOccluder. I am just not
  sure
  if
  some names would not lost readability - 4 words in class name seems
  acceptable
  to me but adding two more seems too much. And surely, I would need to
  think
  how to make the longest names a little bit shorter - the last class still
  does
  not exist, but its full name would not be acceptable.
  (e) postpone the decision
  
  I am refactoring my code now so any suggestions welcomed.
  John
  
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Re: [osg-users] Fedora 18 with nVidia driver: OSG crashes session

2013-02-01 Thread Jeremy Moles

On 01/31/2013 04:30 PM, Stuart Mentzer wrote:

Hi Robert,

You were right: the problem was broader than OSG. The fix was to modify 
/etc/X11/xorg.conf so that these 2 lines were in the Files section:


Code:
Section Files
 ModulePath /usr/lib64/nvidia/xorg
 ModulePath /usr/lib64/xorg/modules
EndSection


(Sorry I just saw this thread...)

You could also put that little blurb somewhere in 
/usr/share/X11/xorg.conf.d, since a static xorg.conf isn't as flexible.


I should note that I also use Fedora 18 exclusively, and I do it with no 
problems at all. I use two different builds of OSG, one of which uses my 
Intel card/GLES2-only and another which is routed through Bumblebee and 
uses the NVidia optimus technology on my T410. All of this works 
flawlessly, and I even get about 3-5 hours of battery life, depending on 
how hard I'm pushing the machine.


Of course, this could have something to do with working for a company 
whose sole purpose is to put Linux on laptops and make them work well, 
but. :)


(Another interesting note: when we install the NVidia drivers here on 
our machines, we don't even run the binary they provide; we just extract 
it into /opt/emperor, touch a few configs to add the appropriate library 
paths, and configure bumblebee to search the right directories; no 
existing RPM files are modified, as it is our policy to avoid futzing 
with the core in any way...)



This comes from http://forums.fedoraforum.org/showthread.php?p=1626150

I hope this helps some other F18 users (until this bug is fixed).

Cheers,
Stuart

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Re: [osg-users] [build] How to play Video on Android

2013-02-01 Thread David Longest
Koduri,

 When I use jpeg plugin, I did the following things
 
 1) USE_OSGPLUGIN(jpeg) in  .h file
 2) Added -ljpeg to LOCAL_LDLIBS in Android.mk file
 3) Added -losgdb_jpeg \ to LOCAL_LDFLAGS in Android.mk file.
 
 Similarly I need to do for ffmpeg plugin also.
 
 I added -lffmpeg to LOCAL_LDLIBS and  -losgdb_ffmpeg\ to LOCAL_LDFLAGS in 
 Android.mk file. And added USE_OSGPLUGIN(ffmpeg) in  .h file. After ndk-build 
 I am getting 

In this case, when you add -ljpeg to LOCAL_LDLIBS it attempts to find libjpeg.a 
or libjpeg.so. Try adding the following to LOCAL_LDLIBS.

-lavformat
-lavcodec
-lavdevice
-lswscale
-lavutil
-lswresample

David

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[osg-users] PagedLOD and coordinates transform

2013-02-01 Thread Olivier Tournaire
Hi all,

I have a question regarding PagedLOD. I use as input a hierarchy of files.
The vertices in the geometries are in a local reference system, and, for
some reason, in need to transform them to a projected coordinate system :
Lambert 93. I have a transformation which works fine. However, Lambert 93
coordinates are around 100 for X and around 600 for Y. I thus
center them with the barycenter of all the vertices in the geometry and
apply a MatrixTransform (translate) with this center with the Geode as
child (and the PagedLOD as parent). I also set the PagedLOD user center to
this value. To be sure to not loss anything in the scene graph I just
replace the old geometry with the new one using setVertexArray

This process works fine (I work in double precision). However, when having
a look at the details, it seems that they is a remaining problem. It seems
that LODs are not correctly displayed :
https://www.dropbox.com/s/ulg311af9qizlz3/pagedlods_ranges.jpeg. This image
is a screenshot of my terrain viewed from top (perpendicular). It seems to
me that some LODs are not correct since some of them are more detailled
than some others whereas they are at the same or a lower distance.
Sometimes, when I am very close ftom the terrain and rotate, the closest
tile disappear, and, if I move a few, it appears again. I guess this is a
ranges or culling problem. For now, I do not change them. They are in
PIXEL_SIZE_ON_SCREEN. I tried to update them by multiplying or dividing the
values by a ratio of old and new boundingsphere radius, but the problem
remains. In the original data, the problem does not appear.

Do you have any idea on how to solve this issue?

Regards,

Olivier
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Re: [osg-users] [osgPlugins] Plugin vrml

2013-02-01 Thread Jan Ciger

On 01/31/2013 10:20 PM, lucie lemonnier wrote:

I compiled openvrml-0.17.12 with visual studio 2008 without problem.
When I try to compile  openvrml-0.17.12 with visual studio 2010, I have this 
error in compilation several times :
typename cannot be used outside a template declaration
Does that tell you something?


That sounds like some non-standard C++ code in OpenVRML. However, that 
version is quite old, try a more recent one. That particular bug may 
have been fixed since then - the version 0.18.7 has this in the 
changelog: This release includes changes to build against XULRunner 
2.0, project files for Visual C++ 2010, and minor bug fixes.


Regards,

Jan
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Re: [osg-users] Fedora 18 with nVidia driver: OSG crashes session

2013-02-01 Thread Stuart Mentzer
Thanks for all the input.

The Files section with those 2 lines already appears in 
/etc/X11/xorg.conf.d/00-nvidia.conf but for some reason isn't getting picked up 
in F18. I am not sure there is a benefit to copying that to 
/usr/share/X11/xorg.conf.d/ as well. I am no expert on how the nvidia drivers 
use the xorg.conf system but since it is obsolete on Fedora it is a likely 
source of future grief, unfortunately.

Not the place to debate distros but I can't agree with Fedora 18 being a 
lemon although I didn't use the new installer that is attracting complaints. 
Each Fedora release has problems initially that require these sorts of 
work-arounds but that is the nature of the beast. It is still a great 
development platform when you need the latest tools, although my Kubuntu 12.10 
system is almost as up to date (except for kernels of course) and was a lot 
easier to set up. YMMV.

Stuart

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Re: [osg-users] getting errors in creating First OSG program

2013-02-01 Thread Michael W. Hall
Sounds like you may have missed an include file in your test.cpp file,
or you have included something that it does not know about.  If your
program is short you may want to paste it into a reply and then people
could maybe determine the problem.

Michael

On Fri, 2013-r2-01 at 19:10 +0530, om prakash Paliwal wrote:
 i am a beggineer ... and i stuck at very begining . i created my first
 OSG program in ubuntu i get this error message ...
 
 
 
 
 Scanning dependencies of target MyProject
 [100%] Building CXX object CMakeFiles/MyProject.dir/test.cpp.o
 /home/heart-hacker/osgproject/program-2/test.cpp:1:23: fatal error:
 osg/ref_ptr: No such file or directory
 compilation terminated.
 make[2]: *** [CMakeFiles/MyProject.dir/test.cpp.o] Error 1
 make[1]: *** [CMakeFiles/MyProject.dir/all] Error 2
 make: *** [all] Error 2
 
 
  i have used cmake to build CMakeLists.txt .. suceeded 
 
 
  but when run make command , above errors occured.
 
 
 
 
 
 
 
 
 
 
 
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Re: [osg-users] Retrieve Wold matrix while animating

2013-02-01 Thread Peterakos
Hello.

I try to obtain the world matrices using getWorldMatrices.

The graph is :

Group
  Group
   MatrixTransform

The object uses the following matrix as Matrix Transform:
1 0 0 0
0 1 0 0
0 0 1 2.5
0 0 0 1

But i still get 3 identity matrices.
When i add the object in scene, its position is correct +2.5 to z axis.
How can i obtain the world matrix of an object ?

thnx.
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Re: [osg-users] getting errors in creating First OSG program

2013-02-01 Thread om prakash Paliwal
one more problem i have ... when i complile/build using cmake and then use
make i get an error .. i have to modify the code genereted by cmake to get
is corrected .. why so ... the error that is genereted are pasted below
 is there any problem with installation ..




heart-hacker@hearthacker-HP-Pavilion-g6-Notebook-PC:~/osgproject/program-2$
cmake ./
-- Configuring done
-- Generating done
-- Build files have been written to: /home/heart-hacker/osgproject/program-2
heart-hacker@hearthacker-HP-Pavilion-g6-Notebook-PC:~/osgproject/program-2$
make
CMake Warning (dev) at CMakeFiles/MyProject.dir/DependInfo.cmake:16 (SET):
  Syntax error in cmake code at


/home/heart-hacker/osgproject/program-2/CMakeFiles/MyProject.dir/DependInfo.cmake:17

  when parsing string

${OPENTHREADS_INCLUDE_DIR

  syntax error, unexpected $end, expecting } (25)

  Policy CMP0010 is not set: Bad variable reference syntax is an error.  Run
  cmake --help-policy CMP0010 for policy details.  Use the cmake_policy
  command to set the policy and suppress this warning.
This warning is for project developers.  Use -Wno-dev to suppress it.

CMake Warning (dev) at CMakeFiles/MyProject.dir/DependInfo.cmake:16 (SET):
  Syntax error in cmake code at


/home/heart-hacker/osgproject/program-2/CMakeFiles/MyProject.dir/DependInfo.cmake:19

  when parsing string

${OSG_INCLUDE_DIR

  syntax error, unexpected $end, expecting } (17)

  Policy CMP0010 is not set: Bad variable reference syntax is an error.  Run
  cmake --help-policy CMP0010 for policy details.  Use the cmake_policy
  command to set the policy and suppress this warning.
This warning is for project developers.  Use -Wno-dev to suppress it.

CMake Warning (dev) at CMakeFiles/MyProject.dir/DependInfo.cmake:16 (SET):
  Syntax error in cmake code at


/home/heart-hacker/osgproject/program-2/CMakeFiles/MyProject.dir/DependInfo.cmake:20

  when parsing string

${OSGDB_INCLUDE_DIR

  syntax error, unexpected $end, expecting } (19)

  Policy CMP0010 is not set: Bad variable reference syntax is an error.  Run
  cmake --help-policy CMP0010 for policy details.  Use the cmake_policy
  command to set the policy and suppress this warning.
This warning is for project developers.  Use -Wno-dev to suppress it.

CMake Warning (dev) at CMakeFiles/MyProject.dir/DependInfo.cmake:16 (SET):
  Syntax error in cmake code at


/home/heart-hacker/osgproject/program-2/CMakeFiles/MyProject.dir/DependInfo.cmake:21

  when parsing string

${OSGUTIL_INCLUDE_DIR

  syntax error, unexpected $end, expecting } (21)

  Policy CMP0010 is not set: Bad variable reference syntax is an error.  Run
  cmake --help-policy CMP0010 for policy details.  Use the cmake_policy
  command to set the policy and suppress this warning.
This warning is for project developers.  Use -Wno-dev to suppress it.

CMake Warning (dev) at CMakeFiles/MyProject.dir/DependInfo.cmake:16 (SET):
  Syntax error in cmake code at


/home/heart-hacker/osgproject/program-2/CMakeFiles/MyProject.dir/DependInfo.cmake:22

  when parsing string

${OSGVIEWER_INCLUDE_DIR

  syntax error, unexpected $end, expecting } (23)

  Policy CMP0010 is not set: Bad variable reference syntax is an error.  Run
  cmake --help-policy CMP0010 for policy details.  Use the cmake_policy
  command to set the policy and suppress this warning.
This warning is for project developers.  Use -Wno-dev to suppress it.

[100%] Building CXX object CMakeFiles/MyProject.dir/test.cpp.o
/home/heart-hacker/osgproject/program-2/test.cpp:1:23: fatal error:
osg/ref_ptr: No such file or directory
compilation terminated.
make[2]: *** [CMakeFiles/MyProject.dir/test.cpp.o] Error 1
make[1]: *** [CMakeFiles/MyProject.dir/all] Error 2
make: *** [all] Error 2


any correction you suggest ? thanks for the help ..

i am also pasting the CMakeLists.txt file

cmake_minimum_required( VERSION 2.6 )
project( MyProject )

find_package( OpenThreads )
find_package( osg )
find_package( osgDB )
find_package( osgUtil )
find_package( osgViewer )

macro( config_project PROJNAME LIBNAME )
include_directories(${${LIBNAME}_INCLUDE_DIR } )
target_link_libraries(${PROJNAME} ${${LIBNAME}_LIBRARY})
endmacro()

add_executable( MyProject test.cpp )
config_project( MyProject OPENTHREADS )
config_project( MyProject OSG )
config_project( MyProject OSGDB )
config_project( MyProject OSGUTIL )
config_project( MyProject OSGVIEWER )









On Sat, Feb 2, 2013 at 10:55 AM, om prakash Paliwal 
omprakash.paliwa...@gmail.com wrote:

 #include osg/Referenced
 #include iostream

 class MonitoringTarget : public osg:Referenced {
 public:
 MonitoringTarget(int id) : _id(id) {
 std::cout  Constructing target
 _idstd::endl;
 }

 protected:
 virtual ~MonitoringTarget() {
 std::cout  Destroying target _idstd::endl;
 }

 int _id;
 };

 int main() {

 

[osg-users] OpenSceneGraph, om prakash Paliwal has invited you to open a Gmail account

2013-02-01 Thread om prakash Paliwal
I've been using Gmail and thought you might like to try it out. Here's an
invitation to create an account.


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om prakash Paliwal has invited you to open a Gmail account.

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