Re: [osg-users] Android osgPlugins

2015-08-08 Thread Jan Ciger
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On 07/08/15 23:50, Christian Kehl wrote:
 What I deduct from that: something went wrong when compiling OSG
 3.3.8 for Android with the plugins, as the static libraries
 (osgdb_jpeg, osgdb_gif, osgdb_curl) do not properly link to their
 pre-compiled library counterparts (libjpeg, libgif, libcurl, etc.)
 
 Jan, Rafa - the community: a) Did you try out to build osgAndroid
 with plugins ? Did you get the same problems ? b) Any idea how to
 circumvent the problem ?

I suspect that the:

LOCAL_STATIC_LIBRARIES := -ljpeg -lgif -lpng -lcurl -ltiff

doesn't actually work like this. The arguments should be prebuilt
modules, not linker arguments. Yay for the abomination that is the NDK
build system. I have also wasted time on this.

See here:

http://stackoverflow.com/questions/5463518/android-ndk-link-using-a-pre-
compiled-static-library

J.
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[osg-users] Problems with #include osgGA/MatrixManipulator

2015-08-08 Thread alvaro ginestar rodriguez
Hi everyone, i have some problems,  with osgGA/MatrixManipulator, and i´m using 
osg 3.3.7  when i build it produce that errorError  1   error C1083: 
Cannot open include file: 'osgGA/MatrixManipulator': No such file or directory  
   
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Re: [osg-users] Problems with #include osgGA/MatrixManipulator

2015-08-08 Thread Robert Osfield
Hi,

I can only guess that you haven't updated your OSG version for quite some
time as MatrixManipulator was renamed CameraManipulator 5 years ago, there
was a typedef to MatrixManipulator in the include/osgGA/MatrixManipulator
for a while for backwards compatibility but in 3.2 onwards this was removed.

Robert.

On 8 August 2015 at 13:28, alvaro ginestar rodriguez 
alvarogines...@hotmail.com wrote:

 Hi everyone, i have some problems,  with osgGA/MatrixManipulator, and i´m
 using osg 3.3.7  when i build it produce that error
 Error 1 error C1083: Cannot open include file: 'osgGA/MatrixManipulator':
 No such file or directory


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[osg-users] Advice on how to best inject behavoir regarding FBOs

2015-08-08 Thread Björn Blissing
Hi,

I am (as some of you already know) working with the integration of the Oculus 
Rift and OpenSceneGraph. Usually I have been able to get the new SDK working 
within days of a new release. But since v0.6 of the Oculus SDK I have been 
struggling.

This has mainly been due to the fact that this SDK version is pretty much a 
completely new SDK compared to the previous version. Most of the setup is now 
handled inside the Rift SDK and runtime. When trying to integrate this I have 
run into a bit of a problem. My current implementation is almost working BUT I 
get serious flicker in the image and the output console is filled with messages:


Code:
Warning: detected OpenGL error 'invalid operation' at after RenderBin::draw(..)



I have compared the OpenGL calls from my integration with one of the pure 
OpenGL examples from Oculus. And the two things differs are:

1. The setup of the FBO textures requires information from the Oculus SDK. This 
is a bit problematic, since FBO texture setup happens inside 
osg::RenderStage::runCameraSetUp().

2. The Oculus SDK requires you to disconnect and reconnect the texture handle 
attached to the FBO each frame. This is due to the fact that Oculus direct mode 
uses DirectX to function and without disconnecting the texture handle at the 
end of each frame we would bind a framebuffer with an invalid attachment 
because the texture ID associated with had been unlocked by GL-DX interop.

These two problems currently blocks my integration with the Oculus SDK. I have 
spent way to many hours to try to find solutions how to work around these 
issues. 

The second problem could probably be solved by using Pre- and Post camera 
callbacks running the required commands.

But I have no good ideas how to solve the first issue. Subclassing 
osg::RenderStage and overloading the runCameraSetUp() functions seems like a 
really bad idea.

So if anyone have any pointers or ideas?

The current status can be pulled from:
https://github.com/bjornblissing/osgoculusviewer/tree/sdk-v0.6

Regards,
Björn

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Re: [osg-users] OpenSceneGraph-3.4.0-rc10 tagged

2015-08-08 Thread Terry Welsh
Hi Robert,
Hope you're feeling better today. Looks like one of the recent changes
broke the GLES2 build. Regular OpenGL profile still works fine for me.
Afraid I don't have time to work on it today, but maybe I can send in
a fix in a few days. Should be an easy one.

I'm compiling for GLES2 profile with this configuration:

ccmake .. -DOSG_GL1_AVAILABLE=OFF -DOSG_GL2_AVAILABLE=OFF
-DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=OFF
-DOSG_GLES2_AVAILABLE=ON -DOPENGL_HEADER1=#include GLES2/gl2.h
-DOPENGL_HEADER2=#include GLES2/gl2ext.h
-DOPENGL_egl_LIBRARY=/usr/lib64/libEGL.so
-DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF -DOSG_GL_MATRICES_AVAILABLE=OFF
-DOSG_GL_VERTEX_FUNCS_AVAILABLE=OFF
-DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=OFF
-DOSG_GL_FIXED_FUNCTION_AVAILABLE=OFF
-DOSG_CPP_EXCEPTIONS_AVAILABLE=ON -DCMAKE_INSTALL_PREFIX=../../..

And I get these errors during comiple:

In file included from
/home/sdk/src/OpenSceneGraph/src/osgViewer/GraphicsWindowX11.cpp:23:0:
/home/terry/sdk/src/OpenSceneGraph/include/osgViewer/api/X11/PixelBufferX11:88:76:
error: ‘GLXFBConfig’ has not been declared
 typedef Pbuffer ( *GLXCreateGLXPbufferSGIX_FuncPtr) (Display
*dpy, GLXFBConfig config, unsigned int, unsigned height, int*
attrib_list);
^
In file included from
/home/terry/sdk/src/OpenSceneGraph/src/osgViewer/GraphicsWindowX11.cpp:23:0:
/home/terry/sdk/src/OpenSceneGraph/include/osgViewer/api/X11/PixelBufferX11:91:31:
error: expected identifier before ‘*’ token
 typedef GLXFBConfig ( *GLXGetFBConfigFromVisualSGIX_FuncPtr)
(Display *dpy, XVisualInfo *vis);
   ^
/home/terry/sdk/src/OpenSceneGraph/include/osgViewer/api/X11/PixelBufferX11:91:101:
error: ISO C++ forbids declaration of ‘GLXFBConfig’ with no type
[-fpermissive]
 typedef GLXFBConfig ( *GLXGetFBConfigFromVisualSGIX_FuncPtr)
(Display *dpy, XVisualInfo *vis);

  ^
/home/terry/sdk/src/OpenSceneGraph/include/osgViewer/api/X11/PixelBufferX11:91:101:
error: ‘GLXFBConfig’ declared as function returning a function
/home/terry/sdk/src/OpenSceneGraph/include/osgViewer/api/X11/PixelBufferX11:96:9:
error: ‘GLXGetFBConfigFromVisualSGIX_FuncPtr’ does not name a type
 GLXGetFBConfigFromVisualSGIX_FuncPtr _glXGetFBConfigFromVisualSGIX;
 ^
make[2]: *** [src/osgViewer/CMakeFiles/osgViewer.dir/GraphicsWindowX11.o]
Error 1
make[1]: *** [src/osgViewer/CMakeFiles/osgViewer.dir/all] Error 2
make: *** [all] Error 2
[terry@banzai build_gles2]$ gedit
/home/terry/sdk/src/OpenSceneGraph/src/osgViewer/GraphicsWindowX11.cpp
/home/terry/sdk/src/OpenSceneGraph/include/osgViewer/api/X11/PixelBufferX11

--
Terry Welsh
http://www.reallyslick.com
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Re: [osg-users] Advice on how to best inject behavoir regarding FBOs

2015-08-08 Thread Jan Ciger
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Hello,

On 08/08/15 18:33, Björn Blissing wrote:
 Hi,
 
 I am (as some of you already know) working with the integration of 
 the Oculus Rift and OpenSceneGraph. Usually I have been able to
 get the new SDK working within days of a new release. But since
 v0.6 of the Oculus SDK I have been struggling.
 
 This has mainly been due to the fact that this SDK version is
 pretty much a completely new SDK compared to the previous version.
 Most of the setup is now handled inside the Rift SDK and runtime.

Björn, I suggest that you stop with 0.6 and look at the 0.7 version
(or wait until it is out if it isn't yet). They have redone the direct
mode completely, now it is part way in the actual graphic driver. I am
afraid that what you are fighting with now could be a wasted effort
because they have changed the API yet another time.

Oh and they promise to break compatibility until 1.0 is released in
November ...

J.

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