Re: [osg-users] Bit OT: building OSG on Windows 8?

2013-11-25 Thread Raymond de Vries

Hi,

Pfew, indeed it seems like the latest CMake does not work for me... 
Although I believe I had tried an older version before on this system, I 
tried it again (v2.8.9) and voila, that one worked! But in the mean 
time, I tried a lot of other things too so it might still be the 
combination of settings.


Thanks for your help.

cheers
Raymond



On 11/24/2013 2:27 PM, Simon Hammett wrote:

Ah, you might have a broken cmake.
One of the versions I downloaded recently was broken for windows; had 
to update to a point release.



On 24 November 2013 07:57, Raymond de Vries ree...@xs4all.nl 
mailto:ree...@xs4all.nl wrote:


Hi,

Thnx for your suggetions, strange things are happening... This
errors occurs when cmake tries to figure out the compiler (don't
have the details here). I will look in the direction you pointed out.

Thanks,
Raymond


Sent from my iPad

On Nov 23, 2013, at 23:55, Simon Hammett
s.d.hamm...@googlemail.com mailto:s.d.hamm...@googlemail.com
wrote:


The only time I've had problems with mt.exe and access denied is
when for some reason it runs the tool mt.exe too early.
When this happens the linker still has the target .exe or .dll
open as it links and therefore mt.exe will obviously fail.

But I can't tell you why it happens or give you a fix.
It's only happened to me a couple of times and pressing build
again usually resolves the problem.

I suppose you could try fiddling with the multiple project build
settings and set it to only build one project at a time.

Also check to see if there is a custom build rule which is trying
to run mt. If so delete the rule and let VS take care of running mt


On 23 November 2013 22:48, Raymond de Vries ree...@xs4all.nl
mailto:ree...@xs4all.nl wrote:

Hi guys,

Can you tell me which combination of tools you are using on
windows 8? The error that I get (Access Denied) comes from
mt.exe from Windows SDK 7.1. I was trying to use that Windows
SDK version since I always use it on Windows 7 without trouble.

Cheers
Raymond


Sent from my iPad

 On Nov 23, 2013, at 23:33, Raymond de Vries
ree...@xs4all.nl mailto:ree...@xs4all.nl wrote:

 Hi Terry,

 Ok, that makes sense to me, and matches my findings so far.
I have tried to get access to C: by changing the permissions
but no luck so far, despite all the instructions online.

 I find it pretty hard to accept that windows is trying to
protect me and not let me use my machine as I want it... sigh.

 On the other hand, I am suspecting visual studio too...
Have you tried different versions of VS?

 Thanks for your hints, I am going on.

 cheers
 Raymond



 On 11/23/2013 11:18 PM, Terry Welsh wrote:
 I didn't have trouble building OSG with VS 2013 on Windows
8, but I
 had already worked on my whole system's file permissions
just to get
 Cygwin to work.

 There are a lot of instructions online for giving users
full access to
 the C drive, but I can't remember which ones actually fixed my
 problem. You'll have search a little and try things out.
In the end I
 was only able to give myself full access to C:\terry but
not C:.  You
 may have better luck. Now doing all my compiling and other
work in
 C:\terry works fine.
 --
 Terry Welsh
 www.reallyslick.com http://www.reallyslick.com
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[osg-users] github-mirror not in sync anymore

2013-11-25 Thread Stephan Maximilian Huber
Hi,

it seems that the github-mirror is out of sync with the current svn-trunk. Can 
somebody fix this? 

cheers,

Stephan
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[osg-users] osgt - kate syntax highlight

2013-11-25 Thread PCJohn
Hi all,

I wanted to hand-edit osgt files. It is nightmare to do it without code-
folding and text highlighting. Thus, I created highlight definition file for 
kate editor (attached). Especially, code folding is very very helpful to edit 
and analyse any osgt file.

For those interested:
To install it, place osgt.xml to appropriate folder. On my Kubuntu 13.04, the 
correct place is:

/usr/share/kde4/apps/katepart/syntax/osgt.xml

Restart of kate might be necessary afterwards.
To check the successful installation, look in Menu - Tools - Highlighting - 
Markup and you should see OpenSceneGraph option. Now, any osgt file opened 
should contain code folding and highlighting support. One interesting thing - 
I tried to edit few hundred megabyte file with hundreds of thousands of nodes 
and I got frozen kate for one minute on the first code folding click. But after 
one minute it got back again. The rest of editing was very fast.

The file provides just very basic things, but already very helpful. Feel free 
to improve it and to provide us with updated version.

John

osgt.xml
Description: XML document
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Re: [osg-users] [build] Build Problem with osgGA at MacOS with Xcode 5

2013-11-25 Thread Jean-Claude Monnin
Hi,

I had exactly the same issue than Jan Klimke when trying to compile the latest 
osg with Xcode 5, 64-bit dylib build (not frameworks) with libc++ as standard 
library.
Could anyone successfully build a recent osg with Xcode 5?

The problem is that the linker can't find the destructor of GUIEventHandler 
when building the serializers:
Undefined symbols for architecture x86_64:
 osgGA::GUIEventHandler::~GUIEventHandler(), referenced from:
 construction vtable for 
osgGA::GUIEventHandler-in-osgGA::KeySwitchMatrixManipulator in 
KeySwitchMatrixManipulator.cpp.o


I found following workarounds, but none of them is good:
1) Remove the file 
src/osgWrappers/serializers/osgGA/KeySwitchMatrixManipulator.cpp
2) Define an empty virtual destructor in GUIEventHandler (eg. virtual 
~GUIEventHandler() {}). 

Looks like a linker issue. KeySwitchMatrixManipulator is used at other places 
sucessfully, it's just in the serializers that the issue shows up.

Any hints welcome.

Thanks
Jean-Claude
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Re: [osg-users] [build] Build Problem with osgGA at MacOS with Xcode 5

2013-11-25 Thread Stephan Maximilian Huber
Hi,

try a more recent version from trunk or the 3.2-branch, a fix for this issue 
was added last week. It seems that clang/llvm does some too optimistic 
optimizations. I could fix the bug by adding a explicit destructor (this got 
committed to trunk) or by reducing the optimization-setting for the serializer 
(this got committed to the 3.2-branch as it does not break ABI-compatibility)

Note that the github-mirror is currently not in sync with the subversion 
repository so try svn instead.

cheers,

Stephan


Am 25.11.2013 um 17:47 schrieb Jean-Claude Monnin jc_mon...@emailplus.org:

 Hi,
 
 I had exactly the same issue than Jan Klimke when trying to compile the 
 latest osg with Xcode 5, 64-bit dylib build (not frameworks) with libc++ as 
 standard library.
 Could anyone successfully build a recent osg with Xcode 5?
 
 The problem is that the linker can't find the destructor of GUIEventHandler 
 when building the serializers:
   Undefined symbols for architecture x86_64:
osgGA::GUIEventHandler::~GUIEventHandler(), referenced from:
construction vtable for 
 osgGA::GUIEventHandler-in-osgGA::KeySwitchMatrixManipulator in 
 KeySwitchMatrixManipulator.cpp.o
   
 
 I found following workarounds, but none of them is good:
 1) Remove the file 
 src/osgWrappers/serializers/osgGA/KeySwitchMatrixManipulator.cpp
 2) Define an empty virtual destructor in GUIEventHandler (eg. virtual 
 ~GUIEventHandler() {}). 
 
 Looks like a linker issue. KeySwitchMatrixManipulator is used at other places 
 sucessfully, it's just in the serializers that the issue shows up.
 
 Any hints welcome.
 
 Thanks
 Jean-Claude
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Re: [osg-users] [build] Build Problem with osgGA at MacOS with Xcode 5

2013-11-25 Thread Jean-Claude Monnin
Hi,

Thanks Stephan for your reply.
I was using the latest commit from the master branch of the github mirror. I 
just did a checkout with svn and saw your commit. I can confirm that the latest 
trunk builds successfully.
If it's a compiler/linker bug, I agree that defining an explicit destructor is 
a good workaround after all.

Btw, I noticed that the mercurial mirror on bitbucket is completely outdated, 
it stops in August 2012. (link on: 
http://www.openscenegraph.org/index.php/download-section/code-repositories). I 
think it can be confusing to have outdated mirrors around, especially when they 
look like official repositories.

Cheers,
Jean-Claude

On 25 Nov 2013, at 17:58 , Stephan Maximilian Huber 
lis...@stephanmaximilianhuber.com wrote:

 Hi,
 
 try a more recent version from trunk or the 3.2-branch, a fix for this issue 
 was added last week. It seems that clang/llvm does some too optimistic 
 optimizations. I could fix the bug by adding a explicit destructor (this got 
 committed to trunk) or by reducing the optimization-setting for the 
 serializer (this got committed to the 3.2-branch as it does not break 
 ABI-compatibility)
 
 Note that the github-mirror is currently not in sync with the subversion 
 repository so try svn instead.
 
 cheers,
 
 Stephan
 
 
 Am 25.11.2013 um 17:47 schrieb Jean-Claude Monnin jc_mon...@emailplus.org:
 
 Hi,
 
 I had exactly the same issue than Jan Klimke when trying to compile the 
 latest osg with Xcode 5, 64-bit dylib build (not frameworks) with libc++ as 
 standard library.
 Could anyone successfully build a recent osg with Xcode 5?
 
 The problem is that the linker can't find the destructor of GUIEventHandler 
 when building the serializers:
  Undefined symbols for architecture x86_64:
   osgGA::GUIEventHandler::~GUIEventHandler(), referenced from:
   construction vtable for 
 osgGA::GUIEventHandler-in-osgGA::KeySwitchMatrixManipulator in 
 KeySwitchMatrixManipulator.cpp.o
  
 
 I found following workarounds, but none of them is good:
 1) Remove the file 
 src/osgWrappers/serializers/osgGA/KeySwitchMatrixManipulator.cpp
 2) Define an empty virtual destructor in GUIEventHandler (eg. virtual 
 ~GUIEventHandler() {}). 
 
 Looks like a linker issue. KeySwitchMatrixManipulator is used at other 
 places sucessfully, it's just in the serializers that the issue shows up.
 
 Any hints welcome.
 
 Thanks
 Jean-Claude
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[osg-users] Is a full GUI library a good idea for simple on-screen buttons?

2013-11-25 Thread Ethan Fahy
Hello,

I currently have a bunch of keyboard keys mapped to different functionality 
using keyboard event handlers.  

I need to create simple on-screen buttons that replicate this existing 
functionality (user either hits the button on the keyboard or mouse-clicks the 
button on screen to achieve the same result).  Ideally these buttons would be 
next to my scene view and not on top.

Is this best done using a full GUI library such as Qt or is there a simpler way 
for such simple functionality?

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=57441#57441





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