[osg-users] Does OSG support to export 3D models to 3D PDF format?

2014-03-04 Thread Bruce
Hi,

Does OSG support to export 3D models to 3D PDF format?


Thank you!

Cheers,
Bruce

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[osg-users] OSG save scene to an image file

2014-03-04 Thread Aviral Goel
Hi,

In my application I want to save the current scene as an image every time the 
user presses 's'.

I have the basic framework to detect the keypress and it works fine. I am 
facing issues in saving the scene.

I wrote the following callback -


Code:
class SnapshotCallback : public Camera::DrawCallback
{
public:
SnapshotCallback()
{

}

void
operator() (osg::RenderInfo renderInfo) const
{
int width;
int height;

Camera * camera = renderInfo.getCurrentCamera();

width  = camera - getViewport() - width();
height = camera - getViewport() - height();
cerr  W :  width H :  height;
osg::ref_ptr ::osg::Image image = new ::osg::Image();
image-readPixels(0,0,width,height,GL_RGB,GL_UNSIGNED_BYTE);
if (osgDB::writeImageFile(*image, ./saved_image.bmp))
{
std::cout  Saved screen image to '  std::endl;
}
else
{
cerr  Could not save image!;
}
}
};




Now in my osgGA::GUIEventHandler derived class i execute the following function 
every time the user presses 's' -


Code:
void
snapshot( const osgGA::GUIEventAdapter ea
   , osgGA::GUIActionAdapter aa
   )
{
  osgViewer::Viewer* viewer = dynamic_castosgViewer::Viewer*(aa);
  viewer - getCamera() - setFinalDrawCallback(new SnapshotCallback());
  viewer - renderingTraversals();
  viewer - getCamera() - setFinalDrawCallback(NULL);
}




But the callback doesn't get executed.

I have 2 questions -

1) what am I doing wrong
2) Is this the preferred way to get the snapshot of the scene

Thank you!

Cheers,
Aviral Goel

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[osg-users] How integrate openGL code inside OSG

2014-03-04 Thread JacaYang
Hi,

   I want to integrate openGL code inside OSG except for using osg::Drawable 
callback method.I have tried to use get GraphiContex and then call openGL 
code.but it not work at all.below is my code .
glPushAttrib(GL_ALL_ATTRIB_BITS);
  glMatrixMode(GL_PROJECTION);
  glPushMatrix();
  glMatrixMode(GL_TEXTURE);
  glPushMatrix();
  glMatrixMode(GL_MODELVIEW);
  glPushMatrix();

  //drawing in your own openGL code
 
  glMatrixMode(GL_PROJECTION);
  glPopMatrix();
  glMatrixMode(GL_TEXTURE);
  glPopMatrix();
  glMatrixMode(GL_MODELVIEW);
  glPopMatrix();
  glPopAttrib();


Thank you!

Cheers,
JacaYang

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Re: [osg-users] osgconv

2014-03-04 Thread Ekaterina Fokina
Laurens, 

before OSG_NOTIFY_LEVEL=WARN
And now I have changed it to NOTICE, then restarted computer and tried it 
again...but it is the same, nothing happens.

Cheers,
Ekaterina

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Re: [osg-users] osgconv

2014-03-04 Thread Ekaterina Fokina
Yes, exactly nothing. Attached there is an image.

Cheers,
Ekaterina

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[osg-users] [osgPlugins] bug stl pugin?

2014-03-04 Thread Anneke Sicherer-Roetman
Hi,

I just installed version 3.2.0. Now, when reading an .stl file with the 
pretaining plugin, I get vector subscript out of range in the readNode 
function. I temporarily reverted to 3.0.1 to bve able to continue my work, but 
what can I do about this??

Thank you for any hints!

Cheers,
Anneke

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Re: [osg-users] [osgPlugins] WindowManager on IOS?

2014-03-04 Thread Paul
Hi,

I am interested in osgWidget::windowmanager on iOS as well. 

I create my windowmanager like this.

 osgWidget::WindowManager wm = new osgWidget::WindowManager(
  viewer,
  width,
  height,
  MASK_2D,
  osgWidget::WindowManager::WM_PICK_DEBUG
);

camera = wm-createParentOrthoCamera();
root-addChild(camera);

Then I add my Boxes and such.. It works fine for me on Windows and Mac, but I 
see nothing on iOS or Android. Any help would be great. ;)

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[osg-users] [osgPlugins] Plugin for Loading Models and Animations in Android

2014-03-04 Thread Hark Tagunicar
Greetings, OSG gurus. I am currently using OSG 3.1.8 and am trying to create an 
application that runs on Android. We need to be able to load models and (if at 
all possible) load built-in animations for those models. It's looking like none 
of the model formats support OpenGL ES 2.0, but I could be wrong. What would 
you say would be the ideal model format/plugin for me to use in the Android 
environment?

In terms of loading built-in animations, I should probably add that Collada 
does not seem to be an option for us because the plugins currently in 
OpenSceneGraph seem to only support the fixed function pipeline which OpenGL ES 
2.0 does not have available. I don't know if fbx is any better. Are there other 
formats that support built-in animations that I'm just not aware of?

Thank you so much in advance for your time!

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[osg-users] [osgPlugins] osgConvert : RGB to BGR conversion

2014-03-04 Thread antoine
Hi,

I'm using osgconv to convert a 3DS file to a dae file. 
Why it converts my textures files from RGB to BGR files ? And how to avoid this 
conversion ?

Thank you!

Cheers,
sinan

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[osg-users] [osgPlugins] Texture RGB and BGR

2014-03-04 Thread antoine
Hi,

My problem is about textures :

When i read and write an image (for texturing an obejct), this one is 
transformed from RGB to BRG. But i don't want this transformation. How can i do 
to avoid it ?

Part of my code :

osg::ref_ptrosg::Texture2D texture( new osg::Texture2D );
(...)
osg::ref_ptrosg::Image image;
image = osgDB::readRefImageFile(imagePath); 
(...)
osgDB::Registry::instance()-writeNode(*outputScene.get(),sfile,osgDB::Registry::instance()-getOptions());


Thank you!

Cheers,
sinan[/img]

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[osg-users] [build] example_osgViewerIPhone ld framework not found OpenGL on Mac OSX 10.9.1 and Xcode 5.0.1

2014-03-04 Thread Bargav
Hi,

I got the latest stable release 3.2.1 rc2. I followed instructions in 
generating xcode project  for ios to generate the xcode project file. I am 
building for iphoneSimulator. I am able to build OSG with Examples OFF, but if 
I change it to Examples ON, it fails in osgViewerIPhone example.

It complains about OpenGL Framework, I checked my CMake configuartion, both 
OPENGL_INCLUDE_DIR and OPENGL_gl_LIBRARY are set to 
/System/Library/Frameworks/OpenGL.framework which does exist on my system.

Does the osgViewerIPhone example need OpenGL (I thought it needs OpenGLES), and 
if so do I have to set any other variable in cmake. And if it does not require 
it, how to remove it for the example.

I did search the forums before posting but did not find any instructions to 
build the example alone, all instructions are for building OSG. Please let me 
know if it is possible to build example alone after building OSG, and 
instructions do it. Sorry for asking if I missed something, I am new to Mac and 
ios development.

Ld build-iOS/bin/osgViewerIPhoned.app/osgViewerIPhoned normal i386
cd /Users/username/Develop/OpenSceneGraph-3.2.1-rc2
setenv IPHONEOS_DEPLOYMENT_TARGET 7.0
setenv PATH 
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin:/Applications/Xcode.app/Contents/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin

/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++
 -arch i386 -isysroot 
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator7.0.sdk
 -L/Users/username/Develop/OpenSceneGraph-3.2.1-rc2/build-iOS/bin 
-F/Users/username/Develop/OpenSceneGraph-3.2.1-rc2/build-iOS/bin -filelist 
/Users/username/Develop/OpenSceneGraph-3.2.1-rc2/build-iOS/examples/osgviewerIPhone/OpenSceneGraph.build/Debug-iphonesimulator/example_osgViewerIPhone.build/Objects-normal/i386/osgViewerIPhoned.LinkFileList
 -Xlinker -objc_abi_version -Xlinker 2 -framework QuartzCore -framework 
Foundation -framework OpenGLES -framework UIKit -framework ImageIO -framework 
CoreImage -framework MobileCoreServices -framework CoreGraphics 
-Wl,-search_paths_first -Wl,-headerpad_max_install_names 
/Users/username/Develop/OpenSceneGraph-3.2.1-rc2/build-iOS/lib/libOpenThreadsd.a
 /Users/username/Develop/OpenSceneGraph-3.2.1-rc2/build-i
 OS/lib/libosgd.a 
/Users/username/Develop/OpenSceneGraph-3.2.1-rc2/build-iOS/lib/libosgDBd.a 
/Users/username/Develop/OpenSceneGraph-3.2.1-rc2/build-iOS/lib/libosgUtild.a 
/Users/username/Develop/OpenSceneGraph-3.2.1-rc2/build-iOS/lib/libosgGAd.a 
/Users/username/Develop/OpenSceneGraph-3.2.1-rc2/build-iOS/lib/libosgViewerd.a 
/Users/username/Develop/OpenSceneGraph-3.2.1-rc2/build-iOS/lib/libosgTextd.a 
/Users/username/Develop/OpenSceneGraph-3.2.1-rc2/build-iOS/lib/libosgdb_osgd.a 
/Users/username/Develop/OpenSceneGraph-3.2.1-rc2/build-iOS/lib/libosgdb_imageiod.a
 
/Users/username/Develop/OpenSceneGraph-3.2.1-rc2/build-iOS/lib/libosgdb_avfoundationd.a
 -framework Accelerate 
/Users/username/Develop/OpenSceneGraph-3.2.1-rc2/build-iOS/lib/libosgViewerd.a 
/Users/username/Develop/OpenSceneGraph-3.2.1-rc2/build-iOS/lib/libosgGAd.a 
/Users/username/Develop/OpenSceneGraph-3.2.1-rc2/build-iOS/lib/libosgTextd.a 
/Users/username/Develop/OpenSceneGraph-3.2.1-rc2/build-iOS/lib/libosgDBd.a 
/usr/lib/li
 bz.dylib 
/Users/username/Develop/OpenSceneGraph-3.2.1-rc2/build-iOS/lib/libosgUtild.a 
/Users/username/Develop/OpenSceneGraph-3.2.1-rc2/build-iOS/lib/libosgd.a 
/Users/username/Develop/OpenSceneGraph-3.2.1-rc2/build-iOS/lib/libOpenThreadsd.a
 /usr/lib/libm.dylib /usr/lib/libdl.dylib -framework OpenGL -framework 
AVFoundation -framework CoreVideo -framework CoreMedia -framework QuartzCore 
-fobjc-link-runtime -Xlinker -no_implicit_dylibs 
-mios-simulator-version-min=7.0 -Xlinker -dependency_info -Xlinker 
/Users/username/Develop/OpenSceneGraph-3.2.1-rc2/build-iOS/examples/osgviewerIPhone/OpenSceneGraph.build/Debug-iphonesimulator/example_osgViewerIPhone.build/Objects-normal/i386/osgViewerIPhoned_dependency_info.dat
 -o 
/Users/username/Develop/OpenSceneGraph-3.2.1-rc2/build-iOS/bin/osgViewerIPhoned.app/osgViewerIPhoned

ld: framework not found OpenGL
clang: error: linker command failed with exit code 1 (use -v to see invocation)

Thank you!

Cheers,
Bargav

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[osg-users] [build] error in moc_QGraphicsViewAdapter.cpp

2014-03-04 Thread Remi Thebault
Hi,

I built smoothly OSG-3.2 with Qt-5.2 and MingW 4.8 (as provided by Qt) except 
when it comes to osgQt.

for some reason the moc generated file

Code:
src\osgQt\__\__\include\osgQt\moc_QGraphicsViewAdapter.cpp


is missing the include directive at the top of the file 

Code:
#include osgQt/QGraphicsViewAdapter



Strange, because in my personal projects, this never occurred.

Had anyone this problem?

Anyway, adding the directive manually solves the issue.



Cheers,
Remi

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Re: [osg-users] [build] Building with Eclipse and MinGW. __int64 definition in GL

2014-03-04 Thread Marc Jacquin
Hi all,

Trying to build OSG with Eclipse and MinGW on Win 7 reports a _int64 does not 
name a type error in GL header file at lines 147  148:

#if !defined(GL_EXT_timer_query)  !defined(OSG_GL3_AVAILABLE)

#ifdef _WIN32
typedef  __int64 GLint64EXT;
typedef unsigned __int64 GLuint64EXT;[/u]
#else
typedef long long int GLint64EXT;
typedef unsigned long long int GLuint64EXT;
#endif
#endif

Adding a stdlib include at the top of GL.h seems to fix it.

Is that the proper way to do it ?

Thanks.

Cheers,
Marc

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[osg-users] [build] ld: symbol(s) not found for architecture x86_64

2014-03-04 Thread Michael Zurek
Hi,

I am completely new to OpenSceneGraph but the project looks great and I'd like 
to give it a try. However, I'm having quite some problems building it. I'm 
running OSX 10.9.
I downloaded the stable release 3.2.0 which I am able to build (without libc++) 
but whenever I compile an application I'm getting ld: symbol(s) not found for 
architecture x86_64. I don't use xcode though. I'm using clang++ from Apple and 
libc++ that comes with the developer tools but I'm using Code::Blocks for my 
programming. I have compiled OSG with the dependencies package that can be 
downloaded from the website. Somewhere on the forum I found a thread talking 
about this error and libc++. So I checked out the svn last night which I'm now 
trying to build but I keep getting:

ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
make[2]: *** [lib/libosgDB.3.3.1.dylib] Error 1
make[1]: *** [src/osgDB/CMakeFiles/osgDB.dir/all] Error 2
make: *** [all] Error 2

Here is the terminal output (I use cmake to create a unix makefile):


Code:

michaels-mbp:~ michael$ cd Downloads/OSGsub/OpenSceneGraph/build/
michaels-mbp:build michael$ make
Scanning dependencies of target OpenThreads
[  0%] Building CXX object 
src/OpenThreads/pthreads/CMakeFiles/OpenThreads.dir/PThread.cpp.o
g++-4.8: error: unrecognized command line option '-stdlib=libstdc++'
make[2]: *** 
[src/OpenThreads/pthreads/CMakeFiles/OpenThreads.dir/PThread.cpp.o] Error 1
make[1]: *** [src/OpenThreads/pthreads/CMakeFiles/OpenThreads.dir/all] Error 2
make: *** [all] Error 2
michaels-mbp:build michael$ make
[  0%] Building CXX object 
src/OpenThreads/pthreads/CMakeFiles/OpenThreads.dir/PThread.cpp.o
[  0%] Building CXX object 
src/OpenThreads/pthreads/CMakeFiles/OpenThreads.dir/PThreadBarrier.cpp.o
[  0%] Building CXX object 
src/OpenThreads/pthreads/CMakeFiles/OpenThreads.dir/PThreadCondition.cpp.o
[  0%] Building CXX object 
src/OpenThreads/pthreads/CMakeFiles/OpenThreads.dir/PThreadMutex.cpp.o
[  0%] Building CXX object 
src/OpenThreads/pthreads/CMakeFiles/OpenThreads.dir/__/common/Version.cpp.o
[  0%] Building CXX object 
src/OpenThreads/pthreads/CMakeFiles/OpenThreads.dir/__/common/Atomic.cpp.o
Linking CXX shared library ../../../lib/libOpenThreads.dylib
[  0%] Built target OpenThreads
Scanning dependencies of target osg
[  0%] Building CXX object src/osg/CMakeFiles/osg.dir/AlphaFunc.cpp.o
[  0%] Building CXX object src/osg/CMakeFiles/osg.dir/AnimationPath.cpp.o
[  1%] Building CXX object src/osg/CMakeFiles/osg.dir/ApplicationUsage.cpp.o
[  1%] Building CXX object src/osg/CMakeFiles/osg.dir/ArgumentParser.cpp.o
[  1%] Building CXX object src/osg/CMakeFiles/osg.dir/Array.cpp.o
[  1%] Building CXX object src/osg/CMakeFiles/osg.dir/ArrayDispatchers.cpp.o
[  1%] Building CXX object src/osg/CMakeFiles/osg.dir/AudioStream.cpp.o
[  1%] Building CXX object src/osg/CMakeFiles/osg.dir/AutoTransform.cpp.o
[  1%] Building CXX object src/osg/CMakeFiles/osg.dir/Billboard.cpp.o
[  1%] Building CXX object src/osg/CMakeFiles/osg.dir/BlendColor.cpp.o
[  1%] Building CXX object src/osg/CMakeFiles/osg.dir/BlendEquation.cpp.o
[  1%] Building CXX object src/osg/CMakeFiles/osg.dir/BlendFunc.cpp.o
[  1%] Building CXX object src/osg/CMakeFiles/osg.dir/BufferIndexBinding.cpp.o
[  1%] Building CXX object src/osg/CMakeFiles/osg.dir/BufferObject.cpp.o
[  1%] Building CXX object src/osg/CMakeFiles/osg.dir/Camera.cpp.o
[  1%] Building CXX object src/osg/CMakeFiles/osg.dir/CameraView.cpp.o
[  1%] Building CXX object src/osg/CMakeFiles/osg.dir/ClampColor.cpp.o
[  2%] Building CXX object src/osg/CMakeFiles/osg.dir/ClearNode.cpp.o
[  2%] Building CXX object src/osg/CMakeFiles/osg.dir/ClipNode.cpp.o
[  2%] Building CXX object src/osg/CMakeFiles/osg.dir/ClipPlane.cpp.o
[  2%] Building CXX object 
src/osg/CMakeFiles/osg.dir/ClusterCullingCallback.cpp.o
[  2%] Building CXX object 
src/osg/CMakeFiles/osg.dir/CollectOccludersVisitor.cpp.o
[  2%] Building CXX object src/osg/CMakeFiles/osg.dir/ColorMask.cpp.o
[  2%] Building CXX object src/osg/CMakeFiles/osg.dir/ColorMatrix.cpp.o
[  2%] Building CXX object src/osg/CMakeFiles/osg.dir/ComputeBoundsVisitor.cpp.o
[  2%] Building CXX object src/osg/CMakeFiles/osg.dir/ConvexPlanarOccluder.cpp.o
[  2%] Building CXX object src/osg/CMakeFiles/osg.dir/ConvexPlanarPolygon.cpp.o
[  2%] Building CXX object src/osg/CMakeFiles/osg.dir/CoordinateSystemNode.cpp.o
[  2%] Building CXX object src/osg/CMakeFiles/osg.dir/CopyOp.cpp.o
[  2%] Building CXX object src/osg/CMakeFiles/osg.dir/CullFace.cpp.o
[  2%] Building CXX object src/osg/CMakeFiles/osg.dir/CullingSet.cpp.o
[  2%] Building CXX object src/osg/CMakeFiles/osg.dir/CullSettings.cpp.o
[  2%] Building CXX object src/osg/CMakeFiles/osg.dir/CullStack.cpp.o
[  3%] Building CXX object src/osg/CMakeFiles/osg.dir/DeleteHandler.cpp.o
[  3%] Building CXX object src/osg/CMakeFiles/osg.dir/Depth.cpp.o
[  3%] Building CXX object 

[osg-users] [build] build osgWorks and osgBullet

2014-03-04 Thread LaytonG123
I'm trying to build osgWorks and osgBullet on windows 7 using cmake and I'm 
having some troubles with dependencies. 

In order for osgBullet to work I first need to build and compile osgWorks. I 
placed the code for osgWorks into a folder C:\osgw2  I run Configure in cmake 
for the cmakelists.txt in osgw2 and I get the following message:

--

Could NOT find osgGA (missing:  OSGGA_LIBRARY) 
Could NOT find osgText (missing:  OSGTEXT_LIBRARY) 
Could NOT find osgViewer (missing:  OSGVIEWER_LIBRARY) 
Could NOT find osgSim (missing:  OSGSIM_LIBRARY) 
Could NOT find osgDB (missing:  OSGDB_LIBRARY) 
Could NOT find osgUtil (missing:  OSGUTIL_LIBRARY) 
Could NOT find osg (missing:  OSG_LIBRARY) 
Could NOT find OpenThreads (missing:  OPENTHREADS_LIBRARY) 
CMake Error at C:/Program Files (x86)/CMake 
2.8/share/cmake-2.8/Modules/FindPackageHandleStandardArgs.cmake:108 (message):
  Could NOT find OpenSceneGraph (missing: OSGGA_FOUND OSGTEXT_FOUND
  OSGVIEWER_FOUND OSGSIM_FOUND OSGDB_FOUND OSGUTIL_FOUND OSG_FOUND
  OPENTHREADS_FOUND) (found suitable version 3.0.0, minimum required is
  2.6.1)
Call Stack (most recent call first):
  C:/Program Files (x86)/CMake 
2.8/share/cmake-2.8/Modules/FindPackageHandleStandardArgs.cmake:315 
(_FPHSA_FAILURE_MESSAGE)
  C:/Program Files (x86)/CMake 
2.8/share/cmake-2.8/Modules/FindOpenSceneGraph.cmake:187 
(FIND_PACKAGE_HANDLE_STANDARD_ARGS)
  CMakeModules/FindOSGHelper.cmake:125 (find_package)
  CMakeLists.txt:41 (include)


Configuring incomplete, errors occurred!

--

Question 1:
Does it matter that I'm using the debug version for each of these missing 
libraries? When I examine CMakeCache.txt it shows that CMake was able to find 
the debug versions of each of the libraries. 

Question 2: 
What is the meaning of the Bottom two errors Call Stack (most recent call 
first):?

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[osg-users] [build] Linking Error Building OSG in VSC++ -lopengl32.lib vs opengl32.lib

2014-03-04 Thread Rob Wichtman
I'm attempting to build OpenSceneGraph-3.2.1-rc1 with Visual Studio C++ 2010 
Express w/ Service Pack 1

The linking error on building the osg project:

Code:

1-- Build started: Project: ZERO_CHECK, Configuration: Debug Win32 --
2-- Build started: Project: osg, Configuration: Debug Win32 --
2LINK : warning LNK4044: unrecognized option '/lopengl32.lib'; ignored
2LINK : warning LNK4044: unrecognized option '/lopengl32.lib'; ignored
2 Creating library 
C:/wichtman/projects/OpenSceneGraph/osg-3.2.1-rc1-build/lib/osgd.lib and object 
C:/wichtman/projects/OpenSceneGraph/osg-3.2.1-rc1-build/lib/osgd.exp
2AlphaFunc.obj : error LNK2019: unresolved external symbol 
__imp__glAlphaFunc@8 referenced in function public: virtual void __thiscall 
osg::AlphaFunc::apply(class osg::State )const  
(?apply@AlphaFunc@osg@@UBEXAAVState@2@@Z)
2View.obj : error LNK2001: unresolved external symbol __imp__glDrawArrays@12

... Lots more ...

2C:\wichtman\projects\OpenSceneGraph\osg-3.2.1-rc1-build\bin\osgd.dll : fatal 
error LNK1120: 109 unresolved externals
== Build: 1 succeeded, 1 failed, 1 up-to-date, 0 skipped ==




If I manually change the project properties Linker - Input - Additional 
Dependencies mention of -lopengl32.lib to opengl32.lib all of my linking 
problems go away and the build is successful.

My question is, what am I doing wrong such that I need to change this for the 
default projects cmake creates and/or what cmake flags do I need to set/change 
so that it uses opengl32.lib instead of -lopengl32.lib when generating 
these projects?

More details:
32-bit Debug Build (I'll also make a Release build later)

CMake flag changes:
CMAKE_CXX_FLAGS /D WIN32;_WIN32;_DEBUG

VS C++ osg Project Changes: 
C/C++ - Code Generation - Runtime Library to /MDd for (because of debug 
build, otherwise lots of, unresolved external symbol __imp___CrtDbgReportW)
Added /EHsc to the compiler command line to not get all of the exception 
warnings

Any help would be appreciated as I'm new to both cmake and 
OpenSceneGraph.[/code]

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[osg-users] [build] Newbie problem installing openscenegraph 3.2.0 with Macport

2014-03-04 Thread Ruth Aylett
Hi,

I apologise for some very ignorant questions but hope you can help with my 
attempts to install on a mac running osx 0.6.8

I installed osg using macport - by which I mean I ran its install command. This 
seemed to work - I got a success message, but I wasn't clear whether this meant 
I had a runnable version in the binary archive it created. 

 So then I ran its package command and double clicked on the resulting package. 
The mac installer claimed it had installed it successfully. However when I 
search for files I think ought to be available - for example runexamples.bat -  
I can't find them. Is my whole idea of what I just did completely wrong? 

Thank you!

Cheers,
Ruth

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Re: [osg-users] [build] Problems compiling OSG 3.2 with QT 5.1

2014-03-04 Thread Thomas Stegemann
Hi,

i was able to solve the issue with finding qt5 by setting those variables:

set(DESIRED_QT_VERSION 5 CACHE STRING )
set(CMAKE_PREFIX_PATH C:/Qt/5.1.1/msvc2012_64_opengl CACHE PATH )

Thank you!

Cheers,
Thomas

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Re: [osg-users] [build] Problems compiling OSG 3.2 with QT 5.1

2014-03-04 Thread Thomas Stegemann
Hi,

I have the same problem with Qt 5.1 and Open Scene Graph 3.2, too.
It seems OSG doesn't find Qt 5 and searches for Qt 4 instead.

I already tried the following defines in the cmake cache.

set(CMAKE_PREFIX_PATH C:/Qt/5.1.1/msvc2012_64_opengl/bin CACHE PATH )
set(Qt_FIND_VERSION 5.1.1 CACHE PATH )
set(ENV{QTDIR} C:/Qt/5.1.1/msvc2012_64_opengl CACHE PATH )

Any ideas?

Thank you!

Cheers,
Thomas

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[osg-users] [build] osgbullet asking for version 80 of libraries when having 110

2014-03-04 Thread Ramon Talavera Suarez
Hello,

After building osg (v 3.3) and osgbullet from sources under Windows and visual 
studio 2010, osgbullet examples are asking for 80-osgGA.dll. Osg ALL-BUILD 
compilation generated 110-osgGA.dll. Where should I change VS2010 options so 
that the newer dll is searched? Any other way to fix this? 

Thanks in advance.

Ramon Talavera

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Re: [osg-users] [ANN] 3rdParty Package released for Visual Studio 2013 RTM (v120)

2014-03-04 Thread Brandon Hamm
Torben,

Perhaps I'm missing something (please correct me if I am), but I think the nv* 
lib files are missing from the full package on your website.  If they are 
missing, would there be anyway for you to patch 7z file to include them?

Thanks a bunch for putting these together - they're a **HUGE** help.

Best regards,
Brandon

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Re: [osg-users] [forum] Android - NDK Compiling fails

2014-03-04 Thread alisterbadcoke
Hi,

Thanks for providing such useful information. Here i got significant 
information, my cell phone has same problem but here i get the solution for it.


Thank you!

Cheers,
alisterbadcoke

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[osg-users] perhaps a bug in osg::impostor

2014-03-04 Thread ttaw
hello, everyone.
 I am an osg learner in China.Recently, when I read the source code of 
osg::Impostor class, something about multi-threading confused me a lot.That is, 
in the  case of CULL_VISITOR of osg::Impostor::traverse,  no mutex is used to 
protect the function createImpostorSprite which changes the sprite list. 
Doesn't it result in a potential crash when multi-cameras are active and 
CullThreadPerCameraDrawThreadPerContext model is used?
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Re: [osg-users] perhaps a bug in osg::impostor

2014-03-04 Thread ttaw
It's osgSim::Impostor, not osg::Impostor.I am sorry.
  

 

 -- Original --
  From:  ttaw;wattha...@qq.com;
 Date:  Tue, Mar 4, 2014 08:17 PM
 To:  osg-usersosg-users@lists.openscenegraph.org; 
 
 Subject:  perhaps a bug in osg::impostor

 

 hello, everyone.
 I am an osg learner in China.Recently, whenI read the source code of 
osg::Impostorclass, something about multi-threading confused me alot.That is, 
in the  case of CULL_VISITOR ofosg::Impostor::traverse,  no mutex is used to 
protect thefunction createImpostorSprite which changes the sprite list.Doesn't 
it result in a potential crash when multi-camerasare active and 
CullThreadPerCameraDrawThreadPerContext modelis used?
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Re: [osg-users] Does OSG support to export 3D models to 3D PDF format?

2014-03-04 Thread Tomlinson, Gordon
Hi Bruce

We use the PDF3D SDK to so this http://www.pdf3d.com/pdf3d_overview.php

Works very well,  a note on the Adobe 3d PDF format it has issue with 
transparency  ( old problem but really highlighted in 3d PDF's)

G


Gordon Tomlinson - TeamRV
Sustainment Manager/Chief Engineer(RemoteView)
Overwatch
An Operating Unit of Textron Systems
 
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Bruce
Sent: Tuesday, March 04, 2014 1:37 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Does OSG support to export 3D models to 3D PDF format?

Hi,

Does OSG support to export 3D models to 3D PDF format?


Thank you!

Cheers,
Bruce

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Re: [osg-users] OSG save scene to an image file

2014-03-04 Thread Judson Weissert

Hi Aviral,

On 2/28/2014 4:36 AM, Aviral Goel wrote:

But the callback doesn't get executed.

I have 2 questions -

1) what am I doing wrong
2) Is this the preferred way to get the snapshot of the scene


You may want to look at osgViewer::ScreenCaptureHandler available in the 
osgViewer/ViewerEventHandlers header and implemented in 
osgViewer/ScreenCaptureHandler.cpp.


Regards,

Judson

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Re: [osg-users] Does OSG support to export 3D models to 3D PDF format?

2014-03-04 Thread Chris Hanson
Bruce, there is no direct exporter, but I will probably be working on one
in the next couple months if you want to talk.


On Mon, Mar 3, 2014 at 11:37 PM, Bruce graysky...@hotmail.com wrote:

 Hi,

 Does OSG support to export 3D models to 3D PDF format?


 Thank you!

 Cheers,
 Bruce

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-- 
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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 * osgEarth * Terrain * Telemetry * Cryptography
* Digital Audio * LIDAR * Kinect * Embedded * Mobile * iPhone/iPad/iOS *
Android
@alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775)
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Re: [osg-users] Enabling instancing should automatically disable display lists

2014-03-04 Thread Trystan Larey-Williams
If it's messy to automate the behavior, I think even a warning visible at a 
'warn' log level would suffice. I.e. pop the message on add/insert PrimitiveSet 
if the drawarray is instanced and display lists are enabled on the Geometry. 

If I can squirrel away some time soon, I'll go ahead and submit a fix.

-Trystan

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Re: [osg-users] Does OSG support to export 3D models to 3D PDF format?

2014-03-04 Thread Bruce
Hi ,

Is the PDF3D SDK free or open source? we would use it in education and research 
job.

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Re: [osg-users] Problem with animation in .osgb files

2014-03-04 Thread Maxim Voloshin
In my code animation play with space key(in .fbx and .dae files), but in osg 
native formats I can't control it - animation play once without pressing key 
and AnimationManagerFinder is empty.

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[osg-users] OT: Windows GDI/GDI++ Alternative

2014-03-04 Thread Gordon Tomlinson
Hi Folks

 

This question is a little of topic but  thought this group might be a good
group to ask, I have a windows application ( that has an OSG component) that
it looks like I have to port to Linux (Redhat), this application makes a lot
of use of the  Windows GDI/GDI++ library (Windows graphics device interface)
and my current Linux knowledge is 9 years stale 

 

Can anyone recommend a good Linux alternative to the Windows GDI/GDI++ that
offers comparable functionality 

 

 

Thanks

 

 

Gordon

 

 


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Self defence is not a function of learning tricks but is a function of how
quickly and  intensely one can arouse one's instinct for survival 
-Master Tambo Tetsura 

 

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Re: [osg-users] OT: Windows GDI/GDI++ Alternative

2014-03-04 Thread michael kapelko
Cairo is the first that comes to my mind.


2014-03-05 11:34 GMT+07:00 Gordon Tomlinson gor...@gordon-tomlinson.com:

 Hi Folks



 This question is a little of topic but  thought this group might be a good
 group to ask, I have a windows application ( that has an OSG component)
 that it looks like I have to port to Linux (Redhat), this application makes
 a lot of use of the  Windows GDI/GDI++ library (Windows graphics device
 interface) and my current Linux knowledge is 9 years stale



 Can anyone recommend a good Linux alternative to the Windows GDI/GDI++
 that offers comparable functionality





 Thanks





 Gordon






 _

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 is a function of how quickly and  intensely one can arouse one's instinct
 for survival
 -*Master Tambo Tetsura*



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[osg-users] Openscenegraph iOS Development

2014-03-04 Thread Sebastian Messerschmidt

Hi folks,

I've been requested to explore the options of OpenSceneGraph development 
under iOS.
There are some starter tutorials, but I still have some questions 
(without having touched the toolchain right now)


1. Depending on the device I guess I'm bound to OpenGL ES 1 and 2?
2. What about external dependencies, are there all available resource to 
get my favourites like curl, tif, freetype going?
3. How are plugins handled? Is there some delay load mechanism, or do 
they have to be compiled statically into the application?
4. Last of all: How well does it work? Is the setup/building/deploy 
working smoothly?



Cheers
Sebastian




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[osg-users] Concatenate animations using QuatSphericalLinearSampler

2014-03-04 Thread Aitor Ardanza
Hi,

I'm trying to create new animations with QuatSphericalLinearSampler to 
concatenate the animations that I'm lauching. The general idea is to have 
smooth transitions between two animations.

I create the animation like this:

Code:

osgAnimation::Animation* anim = new osgAnimation::Animation;
typedef std::mapstd::string, osg::Matrix::iterator it_type;
for(it_type it = desiredMatrixs.begin(); it != desiredMatrixs.end(); it++) 
{
std::string boneName = it-first;
osgAnimation::QuatKeyframeContainer* keys0 = new 
osgAnimation::QuatKeyframeContainer;
keys0-push_back(osgAnimation::QuatKeyframe(0.0, osg::Quat()));
keys0-push_back( osgAnimation::QuatKeyframe(ANIM_TRANSITION_TIME,
it-second.getRotate()));
osgAnimation::QuatSphericalLinearSampler* sampler = new 
osgAnimation::QuatSphericalLinearSampler;
sampler-setKeyframeContainer(keys0);
osgAnimation::QuatSphericalLinearChannel* channel = new 
osgAnimation::QuatSphericalLinearChannel(sampler);
channel-setName(rotate);
channel-setTargetName(boneName);
anim-addChannel(channel);
}
std::stringstream ss;
ss  transAnim  debug;
anim-setName(ss.str());
anim-setPlayMode(osgAnimation::Animation::ONCE);
m_osgAnimationManager-regAnimation(anim);
m_osgAnimationManager-playAnimation(anim, speed, priority, initTime);




So I precalculate the next animation start bones local matrix and I insert 
these into the second key of QuatKeyframeContainer.

I supouse that I'm doing something wrong because these animation not finish in 
the same orientation that they shoul.

Other problem is that when I play these animations I loss the pose of the last 
animation and these starts from the pose in which the model is loaded.

Basically I get a fucking transition animations... Someone to help me in the 
right way?

Thank you!

Cheers,
Aitor

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