Re: [osg-users] createVertexArrayState gives unresolved external symbol

2017-12-01 Thread Robert Osfield
Hi Andreas,

On 1 December 2017 at 13:53, Andreas Ekstrand
 wrote:
> It was in the linking of my application with OSG. But I found the reason
> just now, I needed to copy the include folder to the build folder for some
> reason, and didn't update it between 3.5.8 and 3.5.9. So I guess the method
> had a slight change in its signature. It's fine now, sorry for crying wolf.
> :-)

Thanks for resolving what it was.  The ABI changed for 3.5.9 which
explains when updating the headers was required.

Unfortunately a typo in some of the late changes before 3.5.9 means
that I'll need to tag a 3.5.10 quite soon.

Robert.
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Re: [osg-users] createVertexArrayState gives unresolved external symbol

2017-12-01 Thread Andreas Ekstrand

Hi Robert,

It was in the linking of my application with OSG. But I found the reason 
just now, I needed to copy the include folder to the build folder for 
some reason, and didn't update it between 3.5.8 and 3.5.9. So I guess 
the method had a slight change in its signature. It's fine now, sorry 
for crying wolf. :-)


/Andreas


On 2017-12-01 14:40, Robert Osfield wrote:

Hi Andreas,

Is this linking of the OSG itself. or your application with the OSG?

Robert.

On 1 December 2017 at 13:15, Andreas Ekstrand
 wrote:

Hi,

When linking with 3.5.9 in Visual Studio 2013, I get a an unresolved
external symbol for Drawable::createVertexArrayState:

error LNK2001: unresolved external symbol "protected: virtual class
osg::VertexArrayState * __cdecl osg::Geometry::createVertexArrayState(class
osg::RenderInfo &)const "
(?createVertexArrayState@Geometry@osg@@MEBAPEAVVertexArrayState@2@AEAVRenderInfo@2@@Z)

Can't see why though, it's inline but defined properly in base class
Drawable header. Does anyone have the same problem or a suggested solution?

/Andreas


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Re: [osg-users] createVertexArrayState gives unresolved external symbol

2017-12-01 Thread Robert Osfield
Hi Andreas,

Is this linking of the OSG itself. or your application with the OSG?

Robert.

On 1 December 2017 at 13:15, Andreas Ekstrand
 wrote:
> Hi,
>
> When linking with 3.5.9 in Visual Studio 2013, I get a an unresolved
> external symbol for Drawable::createVertexArrayState:
>
> error LNK2001: unresolved external symbol "protected: virtual class
> osg::VertexArrayState * __cdecl osg::Geometry::createVertexArrayState(class
> osg::RenderInfo &)const "
> (?createVertexArrayState@Geometry@osg@@MEBAPEAVVertexArrayState@2@AEAVRenderInfo@2@@Z)
>
> Can't see why though, it's inline but defined properly in base class
> Drawable header. Does anyone have the same problem or a suggested solution?
>
> /Andreas
>
>
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Re: [osg-users] DisplaySettingds and ShaderHints

2017-12-01 Thread Philippe Renon
There was a typo in my provious message.

OSG will default to OSG_GL2_AVAILABLE being defined.

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[osg-users] createVertexArrayState gives unresolved external symbol

2017-12-01 Thread Andreas Ekstrand

Hi,

When linking with 3.5.9 in Visual Studio 2013, I get a an unresolved 
external symbol for Drawable::createVertexArrayState:


error LNK2001: unresolved external symbol "protected: virtual class 
osg::VertexArrayState * __cdecl 
osg::Geometry::createVertexArrayState(class osg::RenderInfo &)const " 
(?createVertexArrayState@Geometry@osg@@MEBAPEAVVertexArrayState@2@AEAVRenderInfo@2@@Z)


Can't see why though, it's inline but defined properly in base class 
Drawable header. Does anyone have the same problem or a suggested solution?


/Andreas

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[osg-users] Collada Importer with Blender

2017-12-01 Thread Florian GOLESTIN
Hello everyone, 

I've built OSG 3.5.7 with the Collada Plugin, however when I try to import a 
.dae file exported by Blender it fails with the following message:

Code:

$ bin/osgconvd ~/Téléchargements/BLEND/Player2.dae Player2.osgt
I/O error : Is a directory
Error: Extra content at the end of the document

Error: Error parsing XML in daeLIBXMLPlugin::read

Error: Failed to load file:/home/florian/jeux/OpenSceneGraph/build.gl2/

Load failed in COLLADA DOM
Load failed in COLLADA DOM conversion
Error reading file /home/florian/Téléchargements/BLEND/Player2.dae: read error
Error no data loaded.




Does it sounds familiar to someone?

Thanks,
Florian

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Re: [osg-users] Displaying the normals of your models

2017-12-01 Thread Florian GOLESTIN
Thanks!

I forgot about EmitVertex. It's a nice solution!

Cheers,
Florian

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Re: [osg-users] Displaying the normals of your models

2017-12-01 Thread Sebastian Messerschmidt

Hi,

alternatively you can setup a geometry shader to run a second pass [1]:

layout(triangles) in;
layout(line_strip, max_vertices=6) out;

// (projection * view * model) matrix
uniform mat4 proj_view_model;

// length of the normal (object space)
uniform float normal_length;

in vec3 normal;

out NDData {
vec3 normal;
} nd_out;

void main() {
   for (int i = 0; i < 3; i++) {
   gl_Position = gl_in[i].gl_Position;
   nd_out.normal = normal;
   EmitVertex();
   gl_Position = gl_in[i].gl_Position +
   proj_view_model * vec4(normal * normal_length, 0.f);
   nd_out.normal = normal;
   EmitVertex();
   EndPrimitive();
   }
}

[1] from: https://wiki.delphigl.com/index.php/shader_normal_debug_330

Cheers
Sebastian


Hi everyone,

I have to debug a normal issue with my model, so I made a code to display them 
(transform normals in a bunch of gl_lines and create a resulted geometry).

I share the gist in case it may help:
https://gist.github.com/fulezi/95a9ac319fd1cbeca1b18a4cde3986dc



Have a nice day,
Florian

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[osg-users] Displaying the normals of your models

2017-12-01 Thread Florian GOLESTIN
Hi everyone,

I have to debug a normal issue with my model, so I made a code to display them 
(transform normals in a bunch of gl_lines and create a resulted geometry).

I share the gist in case it may help:
https://gist.github.com/fulezi/95a9ac319fd1cbeca1b18a4cde3986dc



Have a nice day,
Florian

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Re: [osg-users] Unexpected different lightening

2017-12-01 Thread Florian GOLESTIN
Hi Tang, 

You should be right has the normals are incorrect anyway. 
I've maybe messed up my copy-past debug and have to dig it more.

Thanks for you answer :)

Cheers,
Florian

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