[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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58416#58416 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG save scene to an image file
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58398#58398 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How integrate openGL code inside OSG
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58399#58399 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgconv
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58370#58370 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgconv
Yes, exactly nothing. Attached there is an image. Cheers, Ekaterina -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58367#58367 attachment: osgconv.jpg___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] bug stl pugin?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58042#58042 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] WindowManager on IOS?
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. ;) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57801#57801 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] Plugin for Loading Models and Animations in Android
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! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57551#57551 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] osgConvert : RGB to BGR conversion
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57511#57511 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] Texture RGB and BGR
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] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57464#57464 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] example_osgViewerIPhone ld framework not found OpenGL on Mac OSX 10.9.1 and Xcode 5.0.1
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58258#58258 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] error in moc_QGraphicsViewAdapter.cpp
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57914#57914 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Building with Eclipse and MinGW. __int64 definition in GL
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58174#58174 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] ld: symbol(s) not found for architecture x86_64
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
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):? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57759#57759 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] Linking Error Building OSG in VSC++ -lopengl32.lib vs opengl32.lib
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] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57711#57711 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] Newbie problem installing openscenegraph 3.2.0 with Macport
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56787#56787 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Problems compiling OSG 3.2 with QT 5.1
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57528#57528 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Problems compiling OSG 3.2 with QT 5.1
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57527#57527 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] osgbullet asking for version 80 of libraries when having 110
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57172#57172 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] 3rdParty Package released for Visual Studio 2013 RTM (v120)
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57782#57782 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Android - NDK Compiling fails
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58114#58114 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] perhaps a bug in osg::impostor
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? Any discussion is welcome.Thanks.___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] perhaps a bug in osg::impostor
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? Any discussion is welcome.Thanks.___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Does OSG support to export 3D models to 3D PDF format?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58416#58416 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG save scene to an image file
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Does OSG support to export 3D models to 3D PDF format?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58416#58416 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@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 * osgEarth * Terrain * Telemetry * Cryptography * Digital Audio * LIDAR * Kinect * Embedded * Mobile * iPhone/iPad/iOS * Android @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775) 623-PIXL [7495] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Enabling instancing should automatically disable display lists
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58442#58442 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Does OSG support to export 3D models to 3D PDF format?
Hi , Is the PDF3D SDK free or open source? we would use it in education and research job. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58444#58444 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with animation in .osgb files
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58445#58445 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OT: Windows GDI/GDI++ Alternative
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 _ Gordon Tomlinson 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OT: Windows GDI/GDI++ Alternative
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 _ *Gordon Tomlinson *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* ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Openscenegraph iOS Development
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Concatenate animations using QuatSphericalLinearSampler
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58448#58448 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org