Re: [osg-users] Android osgPlugins
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 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. -BEGIN PGP SIGNATURE- Version: GnuPG v2 iD4DBQFVxd0On11XseNj94gRAiK5AKCxafeRG7/wt6xqMjnH8WGJSkE/xgCYkYi/ PETHomFvHndaRSsILEpipw== =6Xmv -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problems with #include osgGA/MatrixManipulator
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems with #include osgGA/MatrixManipulator
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 ___ 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] Advice on how to best inject behavoir regarding FBOs
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64674#64674 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-3.4.0-rc10 tagged
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Advice on how to best inject behavoir regarding FBOs
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 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. -BEGIN PGP SIGNATURE- Version: GnuPG v2 iD8DBQFVxp8cn11XseNj94gRAgqGAKCNuqbiOVSG3ZQbCq/DJUKGWlnOiQCeK2BH 84OsjqvCVlDfd2wPqfPAFmg= =d7VB -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org