Re: [osg-users] [build] Building OSG 3.6.4 in Win64 TDM GNU.

2019-07-30 Thread Alexey Pavlov
Read wiki: https://github.com/msys2/msys2/wiki

After installing MSYS2 and update packages to latest you can install 64-bit
openscenegraph package as follow:
pacman -S mingw-w64-x86_64-OpenSceneGraph{,-debug}

вт, 30 июл. 2019 г. в 14:29, Zachary1234 :

> -Will producing an OSG build based on that result in a standalone,
> functional OSG?
>
> >
> > Look at MSYS2 project
>
>
> -What exactly does this comment mean?  Whereabouts on the internet do I go
> to, what download particularly does this refer to?
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=76542#76542
>
>
>
>
>
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Re: [osg-users] [build] Building OSG 3.6.4 in Win64 TDM GNU.

2019-07-30 Thread Zachary1234
-Will producing an OSG build based on that result in a standalone, functional 
OSG?

> 
> Look at MSYS2 project


-What exactly does this comment mean?  Whereabouts on the internet do I go to, 
what download particularly does this refer to?

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=76542#76542





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Re: [osg-users] [build] Building OSG 3.6.4 in Win64 TDM GNU.

2019-07-30 Thread Alexey Pavlov
Look at MSYS2 project - we provide prebuilded 32 and 64 bit mingw-w64
packages for OpenSceneGraph.

Regards,
Alexey.

сб, 27 июл. 2019 г. в 06:02, Zachary1234 :

> I am using Windows 64 bit home edition.
> I am trying to build with OSG 3.6.4.
> I am using graphical CMake 64
>
> -Notwithstanding the settings messages, the following includes the
> messages that certain libraries are not present.  However this time, it
> tells me that the are optional. It is telling me no, followed by yes.  Can
> OSG work properly if I build, despite this configure error messages, or in
> the end, not?  I am still not getting .h files with either .lib or .a files.
>
> -I can't find anything I believe I can use on the EDL site.  For Win64,
> what should I do for the lack of EDL support?
>
> -Is there anyone out there with a file tree containing the necessary
> dependency libraries for build, that one can use, without MSVC?
> If so can they upload, reply, inform about a web address?
>
>
>
> *
> Could NOT find EGL (missing: EGL_LIBRARY EGL_INCLUDE_DIR)
> Checking windows version...
> 64 bit architecture detected
> Could NOT find Freetype (missing: FREETYPE_LIBRARY FREETYPE_INCLUDE_DIRS)
> Could NOT find JPEG (missing: JPEG_LIBRARY JPEG_INCLUDE_DIR)
> Could NOT find Jasper (missing: JASPER_LIBRARIES JASPER_INCLUDE_DIR
> JPEG_LIBRARIES)
> Could NOT find LibXml2 (missing: LIBXML2_LIBRARY LIBXML2_INCLUDE_DIR)
> Could NOT find ZLIB (missing: ZLIB_INCLUDE_DIR)
> Could NOT find ZLIB (missing: ZLIB_INCLUDE_DIR)
> Could NOT find GDAL (missing: GDAL_LIBRARY GDAL_INCLUDE_DIR) (found
> version "GDAL_VERSION-NOTFOUND")
> Could NOT find PkgConfig (missing: PKG_CONFIG_EXECUTABLE)
> Could NOT find CURL (missing: CURL_LIBRARY CURL_INCLUDE_DIR)
> Trying to find DCMTK expecting DCMTKConfig.cmake
> Trying to find DCMTK expecting DCMTKConfig.cmake - failed
> Trying to find DCMTK relying on FindDCMTK.cmake
> Please set DCMTK_DIR and re-run configure (missing:
> DCMTK_config_INCLUDE_DIR DCMTK_dcmdata_INCLUDE_DIR
> DCMTK_dcmimage_INCLUDE_DIR DCMTK_dcmimgle_INCLUDE_DIR
> DCMTK_dcmjpeg_INCLUDE_DIR DCMTK_dcmjpls_INCLUDE_DIR
> DCMTK_dcmnet_INCLUDE_DIR DCMTK_dcmpstat_INCLUDE_DIR
> DCMTK_dcmqrdb_INCLUDE_DIR DCMTK_dcmsign_INCLUDE_DIR DCMTK_dcmsr_INCLUDE_DIR
> DCMTK_dcmtls_INCLUDE_DIR DCMTK_ofstd_INCLUDE_DIR DCMTK_oflog_INCLUDE_DIR)
> Could NOT find PkgConfig (missing: PKG_CONFIG_EXECUTABLE)
> Could NOT find GStreamer (missing: GSTREAMER_INCLUDE_DIRS
> GSTREAMER_LIBRARIES GSTREAMER_VERSION GSTREAMER_BASE_INCLUDE_DIRS
> GSTREAMER_BASE_LIBRARIES GSTREAMER_APP_INCLUDE_DIRS GSTREAMER_APP_LIBRARIES
> GSTREAMER_PBUTILS_INCLUDE_DIRS GSTREAMER_PBUTILS_LIBRARIES) (found version
> "")
> Could NOT find SDL2 (missing: SDL2_INCLUDE_DIR)
> Could NOT find SDL (missing: SDL_LIBRARY SDL_INCLUDE_DIR)
> Could NOT find PkgConfig (missing: PKG_CONFIG_EXECUTABLE)
> Could NOT find PkgConfig (missing: PKG_CONFIG_EXECUTABLE)
> Could NOT find PkgConfig (missing: PKG_CONFIG_EXECUTABLE)
> Could NOT find JPEG (missing: JPEG_LIBRARY JPEG_INCLUDE_DIR)
> Could NOT find ZLIB (missing: ZLIB_INCLUDE_DIR)
> Could NOT find PNG (missing: PNG_LIBRARY PNG_PNG_INCLUDE_DIR)
> Could NOT find TIFF (missing: TIFF_LIBRARY TIFF_INCLUDE_DIR)
> g++ version 5.1.0
> Could NOT find Fontconfig (missing: FONTCONFIG_LIBRARY
> FONTCONFIG_INCLUDE_DIR)
> osgText will not be linked with FontConfig library
> The following OPTIONAL packages have been found:
>
>  * OpenGL
>  * Threads
>
> -- The following OPTIONAL packages have not been found:
>
>  * EGL
>  * Freetype
>  * ilmbase
>  * Inventor
>  * Jasper
>  * OpenEXR
>  * OpenCascade
>  * LibXml2
>  * COLLADA
>  * FBX
>  * GDAL
>  * GTA
>  * CURL
>  * LibVNCServer
>  * DCMTK
>  * FFmpeg
>  * GStreamer
>  * GLIB
>  * DirectShow
>  * SDL2
>  * SDL
>  * Poppler-glib
>  * RSVG
>  * GtkGl
>  * DirectInput
>  * NVTT
>  * ZeroConf
>  * LIBLAS
>  * GIFLIB
>  * JPEG
>  * ZLIB
>  * PNG
>  * TIFF
>  * QuickTime
>  * Fontconfig
>
> Configuring done
> Generating done
>
> *
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=76510#76510
>
>
>
>
>
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Re: [osg-users] [build] Building OSG 3.6.4 in Win64 TDM GNU.

2019-07-30 Thread michael kapelko
Zachary,

you can use VirtualBox to run Linux VM as guest.
Once you get comfortable with OSG, you can move to Windows host yourself.

Regards,
Michael.

On Tue, 30 Jul 2019 at 12:18, Sam Brkopac  wrote:
>
>
> Zachary1234 wrote:
> > Not quite, unfortunately, it seems.  I can't install linux at this time.
> >
> > I was wondering if someone over there has a file tree of libraries that 
> > exists on a Windows 64 bit filesystem?  I figure that OSG was programmed 
> > and tested on Windows, and that hoefully someone still has something for 
> > all the dependencies that could be easily copied in one fell hit, zipped 
> > and uploaded.
> >
> > What are my chances?
>
>
> All of the libraries and optionals? If I had to guess, close to zero.
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=76537#76537
>
>
>
>
>
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Re: [osg-users] I want to move the texture to rain. Help me.

2019-07-30 Thread Robert Osfield
HI Dae Woo Ryu,

The callback you have shown should be sufficient, but will require you to
do a dirtyDisplayList() on the geomtry to get it to update if you have
display lists enabled.  I'd recommend disabling display lists for this type
of work though, a call to geometry->setUseDisplayLists(false) should be
sufficient.

However, if you are comfortable writing your own shaders by far the most
efficient way to animate texture coordinates is to do it within the vertex
shader.  You can use the osg_SimulationTime uniform that the OSG provides
to get the current time.  Have a look at the
OpenSceneGraph/examples/osgdrawinstanced/osgdrawinstanced.cpp to see an
example of this in action.

Robert.

On Tue, 30 Jul 2019 at 08:43, Dae Woo Ryu  wrote:

> Hi ,robertosfield
>
> Thank you for reply.
>
>
> I want to continue moving the Texture like the code below.
>
> But the coordinates of the texture do not seem to update continuously.
>
> I want the Texture to be updated continuously.
>
>
> Code:
> virtual void operator()(osg::Node*, osg::NodeVisitor* nv)
> {
> if (nv->getFrameStamp())
> {
> _texcoords2 =
> dynamic_cast(_geom->getTexCoordArray(0));
>
> for (unsigned int u = 0; u < _texcoords2->size();
> u++)
> {
> _texcoords2->at(u).x() += 0.001f;
> _texcoords2->at(u).y() += 0.001f;
>
> }
>
>
>
>
>
>
>
>
> Thank you!
>
> Cheers,
> Dae Woo Ryu[/code]
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=76538#76538
>
>
>
>
>
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Re: [osg-users] I want to move the texture to rain. Help me.

2019-07-30 Thread Dae Woo Ryu
Hi ,robertosfield

Thank you for reply.


I want to continue moving the Texture like the code below.

But the coordinates of the texture do not seem to update continuously.
 
I want the Texture to be updated continuously.


Code:
virtual void operator()(osg::Node*, osg::NodeVisitor* nv)
{
if (nv->getFrameStamp())
{   
_texcoords2 = 
dynamic_cast(_geom->getTexCoordArray(0));

for (unsigned int u = 0; u < _texcoords2->size(); u++)
{
_texcoords2->at(u).x() += 0.001f;
_texcoords2->at(u).y() += 0.001f;   

}



   




Thank you!

Cheers,
Dae Woo Ryu[/code]

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