Re: [osg-users] Visual Studio 2015 3rd_party

2015-10-21 Thread David Callu
Hi Bjorn

Have you consider to use cmake's module named ExternalProject

You could Download/Update/Patch/Configure/Build/Install{/add custom step}
in few lines of cmake code

I recently use it to build lots of dependencies and immediately think to
use it for OSG

HTH
David


2015-10-21 12:11 GMT+02:00 Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de>:

> Hey Björn,
>
> Thats fantastic news. I'll test them as soon as I can :-)
>
> Cheers
> Sebastian
>
> Chris Hanson wrote:
>>
>>> We're working towards getting our own in-house build system up to modern
>>> compilers shortly.
>>>
>>
>> Hi Chris,
>>
>> On a related note. I have tried to automate the building of the 3rd party
>> dependencies via a toplevel CMake script which builds the desired
>> dependencies from source. And then via the install feature collects the
>> relevant headers, libraries and DLLs into one directory.
>>
>> The project can be found here:
>> https://github.com/bjornblissing/osg-3rdparty-cmake
>>
>> Best regards
>> Björn
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=65396#65396
>>
>>
>>
>>
>>
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Re: [osg-users] Visual Studio 2015 3rd_party

2015-10-21 Thread Chris Hanson
That's similar to what our build system does. Ours has some additional
steps to fetch from source and deal with applying localized patches in case
there are API disagreements between versions of the 3rdparty code and OSG
and such.

We're hoping to release our build tools once we get them dusted off and
fixed up.

On Wed, Oct 21, 2015 at 4:11 AM, Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de> wrote:

> Hey Björn,
>
> Thats fantastic news. I'll test them as soon as I can :-)
>
> Cheers
> Sebastian
>
> Chris Hanson wrote:
>>
>>> We're working towards getting our own in-house build system up to modern
>>> compilers shortly.
>>>
>>
>> Hi Chris,
>>
>> On a related note. I have tried to automate the building of the 3rd party
>> dependencies via a toplevel CMake script which builds the desired
>> dependencies from source. And then via the install feature collects the
>> relevant headers, libraries and DLLs into one directory.
>>
>> The project can be found here:
>> https://github.com/bjornblissing/osg-3rdparty-cmake
>>
>> Best regards
>> Björn
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=65396#65396
>>
>>
>>
>>
>>
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
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Re: [osg-users] Visual Studio 2015 3rd_party

2015-10-21 Thread Sebastian Messerschmidt

Hey Björn,

Thats fantastic news. I'll test them as soon as I can :-)

Cheers
Sebastian

Chris Hanson wrote:

We're working towards getting our own in-house build system up to modern 
compilers shortly.


Hi Chris,

On a related note. I have tried to automate the building of the 3rd party 
dependencies via a toplevel CMake script which builds the desired dependencies 
from source. And then via the install feature collects the relevant headers, 
libraries and DLLs into one directory.

The project can be found here:
https://github.com/bjornblissing/osg-3rdparty-cmake

Best regards
Björn

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=65396#65396





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Re: [osg-users] Visual Studio 2015 3rd_party

2015-10-21 Thread Björn Blissing

Chris Hanson wrote:
> We're working towards getting our own in-house build system up to modern 
> compilers shortly.


Hi Chris,

On a related note. I have tried to automate the building of the 3rd party 
dependencies via a toplevel CMake script which builds the desired dependencies 
from source. And then via the install feature collects the relevant headers, 
libraries and DLLs into one directory.

The project can be found here:
https://github.com/bjornblissing/osg-3rdparty-cmake 

Best regards
Björn

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=65396#65396





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Re: [osg-users] the new glTF format by the Kronos Group

2015-10-21 Thread Christian Buchner
Apologies for not proofreading my initial post as much. "a interesting"
should have been "interested".

Well, there is some source code in the Khronos github repository, but it's
mostly a Collada 2 glTF converter as well as some JavaScript code for
loading such content into WebGL I suppose.

So it seems the implementation of a reader plug-in would have to be mostly
from scratch. A writer plug-in might be slightly easier to come up with,
based on parts of the Collada 2 glTF converter.

Christian


2015-10-20 23:59 GMT+02:00 Jan Ciger :

> -BEGIN PGP SIGNED MESSAGE-
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> On 20/10/15 20:56, Chris Hanson wrote:
> > I could probably crank out a glTF loader in short work if anybody
> > was interested. I haven't had any clients come forth demanding one
> > yet, but it may happen. We'll see. Can't be any more complicated
> > than COLLADA! ;)
>
> Well, considering it is a part binary format, I wouldn't underestimate
> it :) It could be easily a similarly complex mess, only in a different
> way.
>
> J.
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> =ucym
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[osg-users] Problems "Callbacks in OSG"

2015-10-21 Thread Alvaro Ginestar
Hi everyone!! I have a problem with "Callbacks in OSG". I want return the 
position of object that setUpdateCallback change.i have in the loop "while 
(!viewer.done()){ viewer.frame();" another loop " if" that if i push a button i 
make a sphere that it moving forward by "setUpdateCallback". But I know the 
position in every moment to see if it has collided with an obstacle.Thank you   
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