Re: [osg-users] [osgPlugins] ffmpeg plugin : play a video frame by frame

2014-02-27 Thread Stephan Huber
Hi,

Imagestream is definitly capable to seek to specific frames. It seems that the 
ffmpg implementation does not support this. The QTKit/AVFoundation 
implementations do support this.

Perhaps you can add the missing functionality to the ffmpg-plugin?

Cheers,
Stephan

Von meinem iPad gesendet

 Am 27.02.2014 um 17:27 schrieb Andrea Martini martini.and...@gmail.com:
 
 Hi to all,
 i looked at osgmovie.cpp. I used seek method of imagstream, but i'm unable to 
 visualize a specified frame (only the pecified frame).
 Is it possibile to get this result with imagestream?
 
 Thank you!
 
 Cheers,
 Andrea
 
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Re: [osg-users] The event handler does no receive more mouse move events if I hold any of the mouse button down.

2013-10-19 Thread Stephan Huber
Hi Julio,

Check osgGA::GUIEventAdapter::DRAG

cheers, Stephan



 Am 19.10.2013 um 15:29 schrieb Julio Jerez jerezjul...@gmail.com:
 
 I am trying to write a function that allows me to point click, pick and 
 Drag  function for my application.
  
 basically when I point to an object, the object is selected until I hold the 
 left mouse key down.  
 if I move the mouse the object should move to teh new mouse position, but 
 only when the mouse button is down.
  
 The problems that as soon as I click the button, that's the last 
 osgGA::GUIEventAdapter::MOVE that I get
  
  
   case osgGA::GUIEventAdapter::MOVE:
   {
 static int xxx;
 xxx ++;
 dTrace ((%d\n, xxx));
  
 MouseMove(ea, aa);
 break;
   }
  
  
 Is there an option so the I keep getting more Move Events even when any 
 button is hold down?
  
 Thanks.
 Julio
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Re: [osg-users] Winding up to OpenSceneGraph-3.2 stable release

2013-07-02 Thread Stephan Huber
Hi Robert,

Current trunk compiles fine for OS X and iOS on my end. I'll try to do some 
tests with my own projects the following days.

Cheers,
Stephan


Am 21.06.2013 um 17:40 schrieb Robert Osfield robert.osfi...@gmail.com:

 Hi All,
 
 I have completed all the key bits of work that I have wanted to
 complete for the OSG-3.2 stable release, but there are still a few
 loose ends such as clearing submissions backlog and some following on
 work releated to the cleanup of osg::Geometry.
 
 While I have done a little bit of client work in the last month the
 majority of my time has been focused on work moving us towards
 OSG-3.2, my window of opportunity for dedicating so much time to pure
 open source work is limited though, I have a two week family holiday
 booked for the first half of July, and will likely be doing some
 client work end of July, then in August will be diving head long back
 into client work - much of this will be open source work, but it'll
 new feature development rather than support/release work.
 
 This gives me a short window to get 3.2 out the door, next week I'm
 around, then last two weeks of July are when I'll try and keep free of
 other commitments so I can tackle all that is required to put 3.2 to
 bed.  I can't make a stable release without the community though,
 testing across all the platforms we support, and against real
 applications is what we'll require to make sure OSG-3.2 is as stable
 and efficient as the community deserve.
 
 So please help out, lets make 3.2 our best release to date.  If you
 can help with testing on particular platforms please step forward, the
 more niche the platform the more important you'll be to making sure
 that your platform of choice is properly supported.  I'll be doing all
 my work on Kubuntu 13.04 with NVidia hardware so will be able to cover
 this platform, but the dozens of other combinations we support I'll
 need the community to pitch in.
 
 If we can I'd like to have 3.2 by the end of July, in time for
 Siggraph, and in time for me to relax before I run 43 miles along the
 northern half of the West Highland Way on the 3rd of August ;-)
 
 In a perfect world I'd tag 3.2 for the end of next week, but
 realistically this is unlikely to result in a stable release that has
 been tested well enough!
 
 Thanks in advance for you help,
 Robert.
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Re: [osg-users] NPOT textures on iOS (GLES 1.x)

2013-04-08 Thread Stephan Huber

Hi Alessandro,

OpenSceneGraph has support for the 
GL_APPLE_texture_2D_limited_npot-extension, make sure to get the 
texture-parameters right.


Be sure to set the min and mag-filter to GL_NEAREST. I can't test it 
right now, but I had it working in the past.


cheers,

Stephan


Am 06.04.13 09:37, schrieb Alessandro Terenzi:

As far as I know, if we want to use NPOT textures on iOS (specifically using GLES 1.x 
APIs) we have to use a subload callback. No problem with this, but I've also found that 
many developers suggest to use a specific extension created by Apple itself that should 
allow the usage of such textures by simply setting the wrap mode to 
CLAMP_TO_EDGE.

I tired this other approach with OSG, but it seems not to work...is there 
something else (beyond setting the wrap modes) that must be done in order to 
use that extension? Anyone managed to use it successfully?

The extension should be called GL_APPLE_texture_2D_limited_npot.

Thanks.
Alessandro

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Re: [osg-users] resthttp plugin build issues

2013-02-24 Thread Stephan Huber
Hi,


As I developed the resthttp-plugin I sticked to the header-only version
of boost and the separate asio-lib to keep it simple to get the plugin
compiling on windows and other platforms as using asio from within boost
you'll also need to link aainst the boost libs, it doesn't suffice to
include only the headers.

What problems did you try to fix on your end?

cheers,

Stephan

Am 23.02.13 20:50, schrieb Christian Buchner:
 Hi,
 
 in order to successfully build the resthttp plug-in from OpenSceneGraph
 trunk I had to modify its CMakeLists.txt file to this:
 
 INCLUDE_DIRECTORIES(${Boost_INCLUDE_DIR})
 LINK_DIRECTORIES(${Boost_LIBRARY_DIRS})
 INCLUDE_DIRECTORIES(${ASIO_INCLUDE_DIR})
 
 note the change from Boost_INCLUDE_DIRS to Boost_INCLUDE_DIR and the
 addition of the LINK_DIRECTORIES
 
 I also changed all occurences of
 #include asio.hpp
 to
 #include boost/asio.hpp
 
 I changed and all occurrences of
 asio::error_code to system::error_code
 and
 asio::thread to boost::thread
 
 Now asio builds against later boost releases, such as 1.51 for Windows in
 my case (installed with boostpro installer)
 
 A small quirk in CMake 2.8 remains. It always indicates Boost_DIR as
 Boost_DIR-NOTFOUND, but correctly sets Boost_INCLUDE_DIR and
 Boost_LIBRARY_DIRS. This is odd.
 
 Are these reasonable changes, or do you plan to stick to requiring the very
 outdated boost 1.37 release?
 
 Christian
 
 
 
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Re: [osg-users] Failure in casting to osg::AnimationPathCallback*

2013-02-07 Thread Stephan Huber

Hi Phil,

this worked for me in the past: check your project settings, Symbols 
hidden By default should be deactivated for both osg and your project.


cheers,

Stephan


Am 07.02.13 05:34, schrieb Philip Lamb:

Hi all,

I'm running into an interesting bug in my code which manifests as 
behaviour that works on one platform (Windows) and not on another (OS 
X) with the same OSG code. (Using OSG trunk, around 3.1.4)


I am using the following node visitor to reset animations attached to 
transform nodes:


class ResetAnimationNodesVisitor : public osg::NodeVisitor
{
public:


ResetAnimationNodesVisitor():
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {}


virtual void apply(osg::Transform transform)
{
osg::NodeCallback *nc = transform.getUpdateCallback();
osg::AnimationPathCallback* apc = 
dynamic_castosg::AnimationPathCallback*(nc);

if (apc) {
apc-reset();
apc-update(transform);
}
traverse(transform);
}
};

This visitor is instantiated on a node thus:

void resetAnimationTime(osg::ref_ptrosg::Node modelNode)
{
ResetAnimationNodesVisitor ranv;
modelNode-accept(ranv);
}

When compiled and run on an animated model under Windows (compiled 
with Visual Studio 2010 SP1) all works as expected. When the exact 
same code is compiled and run under OS X (using Xcode 4.5.2, with LLVM 
4.2.1) the dynamic cast to osg::AnimationPathCallback* is always NULL.


I have checked that RTTI is not disabled (it's on by default, and no 
errors are produced by the dynamic_cast, and that indeed things are 
as expected with this snippet inside apply():


if (nc) osg::notify(osg::NOTICE)  UpdateCallback: className is   
std::string(transform.getUpdateCallback()-className())   and 
type_id.name() is  typeid(transform.getUpdateCallback()).name()  
std::endl;


which produces the output:

UpdateCallback: className is AnimationPathCallback and type_id.name() 
is PN3osg12NodeCallbackE


So it looks like a failure somewhere in RTTI. Both typeid and the 
dynamic_cast fail to convert the osg::NodeCallback* to an 
osg::AnimationPathCallback*. Yet clearly, the callback IS the right 
type, as evidenced by OSG's className() function's output.


Any ideas about where this kind of issue might be coming from?

Regards,
Phil.


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Re: [osg-users] Failure in casting to osg::AnimationPathCallback*

2013-02-07 Thread Stephan Huber

Hi Robert,

this is not a compiler bug, this is by design. gcc compares instances of 
classes by the pointer to its vtable. (Visual Studio uses a 
string-comparision) If you define a class in a shared library and use it 
in your app there are chances that you end up with two vtables of a 
class, one in the app, one in the lib. If you don't setup proper symbol 
visibility of your methods the linker does not have a chance to see 
the two identical classes and merge them.


And this affects gcc = 4.0 (don't know about clang)

More info here: http://gcc.gnu.org/wiki/Visibility especially Problems 
with C++ exceptions (please read!)


Xcode defaults to hide symbols when creating a new project, that's all.

cheers,
Stephan


Am 07.02.13 11:48, schrieb Robert Osfield:

Hi Stephan,

On 7 February 2013 10:43, Stephan Huber ratzf...@digitalmind.de wrote:

this worked for me in the past: check your project settings,  Symbols
hidden By default should be deactivated for both osg and your project.

Is this a workaround for a bug in the compiler or is it some obscure
way of enabling proper RTTI support?

Should we be adding this as an option by default for the LLVM compiler?

Robert.
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Re: [osg-users] OSC plugin, VS2010 64-bit

2013-02-05 Thread Stephan Huber
Hi Paul,

as I do only have VS2005 I can't build for 64bit. Attached is a possible
fix for 64bit-builds with VS2010. Can you test the modified file on your
end and report back?


Thanks in advance,

Stephan
Am 05.02.13 23:53, schrieb Paul Martz:
 Forgot to mention: 32-bit builds fine, 64-bit is the issue.
-Paul
 
 
 On 2/5/2013 3:41 PM, Paul Martz wrote:
 Hi Stephan -- The OSC plugin has compile errors with VS2010 for 64-bit
 builds,
 and I thought you might want to take a look at it. This is from trunk
 r13330.
 Thanks!
 -Paul
 
 
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/*
oscpack -- Open Sound Control packet manipulation library
http://www.audiomulch.com/~rossb/oscpack

Copyright (c) 2004-2005 Ross Bencina ro...@audiomulch.com

Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files
(the Software), to deal in the Software without restriction,
including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software,
and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:

The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.

Any person wishing to distribute modifications to the Software is
requested to send the modifications to the original developer so that
they can be incorporated into the canonical version.

THE SOFTWARE IS PROVIDED AS IS, WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR
ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF
CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef INCLUDED_OSCOUTBOUNDPACKET_H
#define INCLUDED_OSCOUTBOUNDPACKET_H

#include OscTypes.h
#include OscException.h


namespace osc{

class OutOfBufferMemoryException : public Exception{
public:
OutOfBufferMemoryException( const char *w=out of buffer memory )
: Exception( w ) {}
};

class BundleNotInProgressException : public Exception{
public:
BundleNotInProgressException(
const char *w=call to EndBundle when bundle is not in progress )
: Exception( w ) {}
};

class MessageInProgressException : public Exception{
public:
MessageInProgressException(
const char *w=opening or closing bundle or message while message 
is in progress )
: Exception( w ) {}
};

class MessageNotInProgressException : public Exception{
public:
MessageNotInProgressException(
const char *w=call to EndMessage when message is not in progress )
: Exception( w ) {}
};


class OutboundPacketStream{
public:
OutboundPacketStream( char *buffer, unsigned long capacity );
~OutboundPacketStream();

void Clear();

unsigned int Capacity() const;

// invariant: size() is valid even while building a message.
unsigned int Size() const;

const char *Data() const;

// indicates that all messages have been closed with a matching EndMessage
// and all bundles have been closed with a matching EndBundle
bool IsReady() const;

bool IsMessageInProgress() const;
bool IsBundleInProgress() const;

OutboundPacketStream operator( const BundleInitiator rhs );
OutboundPacketStream operator( const BundleTerminator rhs );

OutboundPacketStream operator( const BeginMessage rhs );
OutboundPacketStream operator( const MessageTerminator rhs );

OutboundPacketStream operator( bool rhs );
OutboundPacketStream operator( const NilType rhs );
OutboundPacketStream operator( const InfinitumType rhs );
OutboundPacketStream operator( int32 rhs );

#if !(defined(__x86_64__) || defined(_M_X64))
OutboundPacketStream operator( int rhs )
{ *this  (int32)rhs; return *this; }
#endif

OutboundPacketStream operator( float rhs );
OutboundPacketStream operator( char rhs );
OutboundPacketStream operator( const RgbaColor rhs );
OutboundPacketStream operator( const MidiMessage rhs );
OutboundPacketStream operator( int64 rhs );
OutboundPacketStream operator( const TimeTag rhs );
OutboundPacketStream operator( double rhs );
OutboundPacketStream operator( const char* rhs );
OutboundPacketStream operator( const Symbol rhs );
OutboundPacketStream operator( const Blob rhs );

private:

char *BeginElement( char *beginPtr );

Re: [osg-users] Requesting forum access and approval

2013-01-24 Thread Stephan Huber

Am 24.01.13 16:30, schrieb Robert Osfield:

On 24 January 2013 13:01, Vincent Bourdier vincent.bourd...@gmail.com wrote:

Sorry, the moderation team approves the topics for each new users on their free 
time, and according to the holidays and personal time usage, sometimes 
moderation is very late.
I'm trying to be more efficient...

Might I also add that we do need moderators for the forum.  While the
mailing list just ticks along with a low maintenance load, the forum
is different it does need members of the community to pitch in a help
keep the forum ticking along smoothly, so please help out, the more
members able to help out with this the less work there will be for
each of the team members and less there will be times of slow response
time.
I volunteered about  a year ago, I was in contact with Art Tevs, but at 
some point he stopped responding my mails. So 


Stephan
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Re: [osg-users] Display of lines and edges on Retina/10.8 Mac

2013-01-21 Thread Stephan Huber

Hi Mike,

your test-file works on 10.8.2 and even with a simulated retina-display 
w/o problems. I am using the latest osg from svn/trunk



cheers,
Stephan


Am 20.01.13 21:12, schrieb Mike Krus:

Hi

an update: still haven't found the reason for this, but it turns out 
if happens on a machine with 10.8 installed, not necessarily a Retina 
display.


Could someone with a 10.8 machine try opening the file attached in the 
original message in osViewer and tell me if it looks like the attached 
image?


Cheers,

Mike


On 10 Jan 2013, at 11:50, Mike Krus m...@mve.com 
mailto:m...@mve.com wrote:



Hi

I'm having a weird display issue when displaying lines and edges over 
a surface on a Retina Mac.


We display surfaces and when draw the boundary line and a subset of 
faces (which are selected by the user) is also overlaid using faces 
in line mode. See attached image if it's clearer...


I normally works fine but on a MacBook Pro with a 15 Retina display 
nothing shows.


I've attached an osgt file that illustrates the issue. If you open in 
osgviewer, you can't see the lines...


Any ideas what may be going on?


Cheers!


Mike



Mike Krus (PhD) - Principal Software Engineer

Midland Valley Exploration
144 West George Street
Glasgow G2 2HG, UK
Tel: +44 141 332 2681
Fax: +44 141 332 6792
Screenshot_09_01_2013_09_17.png
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Re: [osg-users] Video textures on iOS (and audio)

2013-01-09 Thread Stephan Huber
Hi,

I think this is not possible with the current avfoundation-plugin. If
you reord a video in portrait mode, then the video-size is still 960 x
460. The ios stores the transformation of the video into as a
video-property (called prefferedTransform).

This transform is used when playing back the video on ios-devices or
with QTKit / Quicktime.

The QTKit-pipeline can handle transforms when decoding video (you'll get
a 460x960 image stream), the avfoundation AFAIK not, With avfoundation
you'll get the raw pixels.

Performancewise this makes sense especially for mobile devices. Do the
decoding a fast as possible ond the cpu and do the transform in the UI
with OpenGL ES.

A workaround could be to convert the preferredTransform to an
osg::Matrix and attach that as an UserData to the image-stream, so you
can get the matrix from the imagestream and use it to transform your
textured node/geometry. But currently i am too busy to implement this.

cheers,

Stephan



Am 09.01.13 18:29, schrieb Alessandro Terenzi:
 Hi again,
 I managed to use the avfoundation plugin, everything seems to work fine but I 
 have an issue with a video that was recorded using an iPhone (portrait mode): 
 when it is played on a texture, it is rotated by 90 degrees. That same video 
 is not rotated if I play it for example on a PC or Mac using other plugins 
 different than avfoundation (in particular the quicktime plugin)...other 
 movies downloaded from the web are not rotated, as well as any movie recorded 
 by the iPhone in landscape mode.
 
 I guess that AVFoundation can find out that the video should be played 
 'vertically' so it rotates it automatically (indeed it is played correctly by 
 QuickTime on my Mac) and this should be the correct behavior also if playing 
 in a media player on iOS, but what do you think the correct behavior should 
 be when the movie is applied to a 3D plane as a texture? Just let 
 AVFoundation rotate the video or not? If yes, is there a way to avoid this 
 (for instance by querying the movie file, just guessing...)?
 
 Thanks.
 Alessandro
 
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Re: [osg-users] no WindowSystemInterface available ? WTH

2013-01-04 Thread Stephan Huber
Hi Mohamed,

check the OSG_WINDOWING_SYSTEM-var in cmake. It should be Cocoa.

cheers,

Stephan

Am 04.01.13 18:39, schrieb Mohamed Alji:
 Hi,
 
 I am trying to install OpenSceneGraph-3.1.3 from the SVN on my Mac OS X 
 Mountain Lion. 
 
 Do I need to install a specific WindowSystemInterface ? 
 
 
 Code:
 
 $ osgviewer cow.osg
  
 View::setUpViewAcrossAllScreens() : Error, no WindowSystemInterface 
 available, cannot create windows.
 Viewer::realize() - failed to set up any windows
 
 
 
 
 Thank you!
 
 Cheers,
 Mohamed
 
 
 Mohamed ALJI
 Blog http://aljilogy.blogspot.fr
 
 
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Re: [osg-users] Video textures on iOS (and audio)

2013-01-04 Thread Stephan Huber
Hi Alessandro,

You'll need IOS 6.0 for the avfoundation-plugin. Check the
IPHONE_SDKVER-var in cmake, it should be 6.0

cheers,

Stephan

Am 04.01.13 19:16, schrieb Alessandro Terenzi:
 Hi Stefan,
 thank you for the update, I look forward to trying the avfoundation plugin... 
 but can you provide some help to let me configure CMake in order to generate 
 a target for that plugin? So far it is missing in the project I get from 
 CMake.
 
 Thank you.
 Alessandro
 
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Re: [osg-users] OSC plugin on Windows?

2012-11-19 Thread Stephan Huber
Hi Paul,

thanks for the feedback! Yes, osc should compile on windows, but I
forgot to disable the windows build as I haven't had time to test it on
this platform. Afaik only an additional windows-lib is missing in the
cmake-file.

I'll submit a modified camke-file, so the osc-plugin is disabled for
win, as long as I haven't fixed the buld,

cheers,

Stephan



Am 19.11.12 19:36, schrieb Paul Martz:
 Hi Stephan -- Is the OSC plugin tested on Windows? I'm getting several
 undefined symbols during link using VS2010, building 32bit on Win7 (see
 below). I don't see any CMake controls to disallow this plugin on
 Windows, so I'm guessing these are build errors that should be fixed.
-Paul
 
 
 1NetworkingUtils.obj : error LNK2019: unresolved external symbol
 __imp__WSAStartup@8 referenced in function public: __thiscall
 NetworkInitializer::NetworkInitializer(void)
 (??0NetworkInitializer@@QAE@XZ)
 1NetworkingUtils.obj : error LNK2019: unresolved external symbol
 __imp__WSACleanup@0 referenced in function public: __thiscall
 NetworkInitializer::~NetworkInitializer(void)
 (??1NetworkInitializer@@QAE@XZ)
 1NetworkingUtils.obj : error LNK2019: unresolved external symbol
 __imp__ntohl@4 referenced in function unsigned long __cdecl
 GetHostByName(char const *) (?GetHostByName@@YAKPBD@Z)
 1UdpSocket.obj : error LNK2001: unresolved external symbol __imp__ntohl@4
 1NetworkingUtils.obj : error LNK2019: unresolved external symbol
 __imp__gethostbyname@4 referenced in function unsigned long __cdecl
 GetHostByName(char const *) (?GetHostByName@@YAKPBD@Z)
 1UdpSocket.obj : error LNK2019: unresolved external symbol
 __imp__htons@4 referenced in function void __cdecl
 SockaddrFromIpEndpointName(struct sockaddr_in ,class IpEndpointName
 const )
 (?SockaddrFromIpEndpointName@@YAXAAUsockaddr_in@@ABVIpEndpointName@@@Z)
 1UdpSocket.obj : error LNK2019: unresolved external symbol
 __imp__htonl@4 referenced in function void __cdecl
 SockaddrFromIpEndpointName(struct sockaddr_in ,class IpEndpointName
 const )
 (?SockaddrFromIpEndpointName@@YAXAAUsockaddr_in@@ABVIpEndpointName@@@Z)
 1UdpSocket.obj : error LNK2019: unresolved external symbol
 __imp__ntohs@4 referenced in function class IpEndpointName __cdecl
 IpEndpointNameFromSockaddr(struct sockaddr_in const )
 (?IpEndpointNameFromSockaddr@@YA?AVIpEndpointName@@ABUsockaddr_in@@@Z)
 1UdpSocket.obj : error LNK2019: unresolved external symbol
 __imp__socket@12 referenced in function public: __thiscall
 UdpSocket::Implementation::Implementation(void)
 (??0Implementation@UdpSocket@@QAE@XZ)
 1UdpSocket.obj : error LNK2019: unresolved external symbol
 __imp__closesocket@4 referenced in function public: __thiscall
 UdpSocket::Implementation::~Implementation(void)
 (??1Implementation@UdpSocket@@QAE@XZ)
 1UdpSocket.obj : error LNK2019: unresolved external symbol
 __imp__WSAGetLastError@0 referenced in function public: class
 IpEndpointName __thiscall
 UdpSocket::Implementation::LocalEndpointFor(class IpEndpointName const
 )const 
 (?LocalEndpointFor@Implementation@UdpSocket@@QBE?AVIpEndpointName@@ABV3@@Z)
 1UdpSocket.obj : error LNK2019: unresolved external symbol
 __imp__getsockname@12 referenced in function public: class
 IpEndpointName __thiscall
 UdpSocket::Implementation::LocalEndpointFor(class IpEndpointName const
 )const 
 (?LocalEndpointFor@Implementation@UdpSocket@@QBE?AVIpEndpointName@@ABV3@@Z)
 1UdpSocket.obj : error LNK2019: unresolved external symbol
 __imp__connect@12 referenced in function public: class IpEndpointName
 __thiscall UdpSocket::Implementation::LocalEndpointFor(class
 IpEndpointName const )const 
 (?LocalEndpointFor@Implementation@UdpSocket@@QBE?AVIpEndpointName@@ABV3@@Z)
 1UdpSocket.obj : error LNK2019: unresolved external symbol
 __imp__send@16 referenced in function public: void __thiscall
 UdpSocket::Implementation::Send(char const *,int)
 (?Send@Implementation@UdpSocket@@QAEXPBDH@Z)
 1UdpSocket.obj : error LNK2019: unresolved external symbol
 __imp__sendto@24 referenced in function public: void __thiscall
 UdpSocket::Implementation::SendTo(class IpEndpointName const ,char
 const *,int)
 (?SendTo@Implementation@UdpSocket@@QAEXABVIpEndpointName@@PBDH@Z)
 1UdpSocket.obj : error LNK2019: unresolved external symbol
 __imp__bind@12 referenced in function public: void __thiscall
 UdpSocket::Implementation::Bind(class IpEndpointName const )
 (?Bind@Implementation@UdpSocket@@QAEXABVIpEndpointName@@@Z)
 1UdpSocket.obj : error LNK2019: unresolved external symbol
 __imp__recvfrom@24 referenced in function public: int __thiscall
 UdpSocket::Implementation::ReceiveFrom(class IpEndpointName ,char
 *,int)
 (?ReceiveFrom@Implementation@UdpSocket@@QAEHAAVIpEndpointName@@PADH@Z)
 1UdpSocket.obj : error LNK2019: unresolved external symbol
 __imp__timeGetTime@0 referenced in function private: double __thiscall
 SocketReceiveMultiplexer::Implementation::GetCurrentTimeMs(void)const 
 (?GetCurrentTimeMs@Implementation@SocketReceiveMultiplexer@@ABENXZ)
 1UdpSocket.obj : error 

Re: [osg-users] Are shaders not saved during osgDB::writeNodeFile?

2012-11-17 Thread Stephan Huber
Hi,

Am 17.11.12 17:55, schrieb michael kapelko:
 Any idea what's wrong with my code, then?

you are adding the shader to the transform called box, but you are
writing the first child of the transform to a file.

cheers,
Stephan

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Re: [osg-users] iOS: integration with not-OpenGL apps

2012-11-03 Thread Stephan Huber
Hi Mike,

thanks for the bug-report, I fixed the issue on the gtihub repository. I
will submit a new version to osg.submission asap.

I am not sure why your app crashes, perhaps you can enable NSZombies and
get an idea, why this happens.

cheers,
Stepan
Am 31.10.12 17:16, schrieb Mike Wozniewski:
 FYI, it looks like Stephan's FlipsideView example is broken in iOS 6.
 
 I get an error when trying to add the view:
 
 Code:
 -[UIView setRootViewController:]: unrecognized selector sent to instance 
 0xca36f0
 2012-10-31 11:53:50.850 viewtest[2745:907] *** Terminating app due to 
 uncaught exception 'NSInvalidArgumentException', reason: '-[UIView 
 setRootViewController:]: unrecognized selector sent to instance 0xca36f0'
 
 
 
 In my project, I ended up creating a custom subclass of UIView, which I use 
 instead of the default one that comes with a UIViewController and added the 
 following method to my custom class:
 
 Code:
 - (void) setRootViewController:(UIViewController*)vc;
 
 
 
 It's implementation is empty (no op), but it allows the OSG view to be added 
 and everything updates correctly after that.
 
 Now my only problem is that my app crashes when the view is Dealloc'd. I get 
 this error:
 
 Code:
 *** -[GraphicsWindowIOSGLView setGraphicsWindow:]: message sent to 
 deallocated instance 0x2411acc0
 
 
 
 Any ideas for fixing that one?
 
 Thanks,
 Mike
 
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Re: [osg-users] issue with OSG on Mac OS Lion

2012-09-21 Thread Stephan Huber
Hi Mike,
Am 21.09.12 10:00, schrieb Mike Krus:

 well, you what? turning that off has fixed the issue!! Any explanation why? 
 is it an llvm-gcc bug?

no, it's not a bug, it's a feature :) Basically gcc's dynamic_cast
compares two classes by pointer to their type_info and not by their
names, so if you have the same class compiled in your app and in your
lib, the dynamic_cast will fail, if visibility is set to hidden, as the
linker cannot merge the two classes into one.

I hope the underlying issue gets a little bit clearer, here is a ink for
more info:

http://osdir.com/ml/xcode-users/2010-01/msg00305.html

cheers,

Stephan
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Re: [osg-users] issue with OSG on Mac OS Lion

2012-09-20 Thread Stephan Huber
Hi,

I've seen this when mixing clang and gcc-compiled code (lib compiled
with clang, app compiled with gcc, or vice versa). One symptom was a
dynamic_cast returning NULL instead of the correct instance.

Double-check the settings for the compiler of your app and of osg.

Did you change the visibility-flags?

What version of Xcode do you use? Try the latest, Xcode 4.5.

cheers,

Stephan

Am 20.09.12 20:44, schrieb Mike Krus:
 Hi
 
 I'm having issues with OSG (from head in Subversion) when built on Mac OS 
 10.7. The actual build is fine but I'm having strange run time issues. For 
 example, when doing a picking,  
 osgUtil::LineSegmentIntersector::Intersection::indexList is always empty. Or 
 the smooth normal visitor does not generator normals.
 
 In both case I tracked it down to this dynamic cast failing:
  osg::Vec3Array *coords = 
 dynamic_castosg::Vec3Array*(geom.getVertexArray());
 
 The resulting coords is null despite the actual member variable being of the 
 right type.
 
 This (to me) sounds like a weird build issue, but I don't have a clue what's 
 causing it.
 
 Here's how I build OSG:
 cmake -DCMAKE_C_COMPILER:STRING=/usr/bin/llvm-gcc 
 -DCMAKE_CXX_COMPILER:STRING=/usr/bin/llvm-g++ 
 -DCMAKE_SHARED_LINKER_FLAGS:STRING=-headerpad_max_install_names 
 -DCMAKE_OSX_ARCHITECTURES=x86_64 
 -DOSG_GL3_AVAILABLE:BOOL=OFF 
 -DADDITIONAL_MAKE_CLEAN_FILES=bin -DADDITIONAL_MAKE_CLEAN_FILES=lib 
 -DCMAKE_BUILD_TYPE=Release 
 -DCMAKE_INSTALL_PREFIX=/some/path ..
 
 I had tried using -DOSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION:BOOL=OFF but 
 it did change a thing
 
 
 All other third party dependencies (GDAL and ZLib) are built the same way, 
 all with the 10.7 SDK using the llvm compiler 
 (/usr/bin/llvm-gcc - ../llvm-gcc-4.2/bin/llvm-gcc-4.2). The other 
 dependencies are the platform defaults.
 
 
 Any ideas?
 
 Thanks,
 
 
 Mike
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[osg-users] GPU stats on Mountain Lion (OS X 10.8)

2012-09-18 Thread Stephan Huber
Dear List,

has anybody noticed issues with the GPU-stats on Mountain Lion (10.8.1)?
When enabling them the rendering stops for several seconds from time to
time. (Looks like a driver problem)

I am setting the env var OSG_GL_EXTENSION_DISABLE to GL_EXT_timer_query
GL_ARB_timer_query as a workaround.

cheers,

Stephan
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Re: [osg-users] Node Callback never called

2012-08-23 Thread Stephan Huber
Hi,

any chance there's another updatecallback attached to one of the geode's
parents and it is missing  a traverse(node, nv) ?

cheers,
Stephan

Am 23.08.12 08:42, schrieb Vincent Bourdier:
 Hi,
 
 I'm currently having some troubles in my code that I didn't understand.
 Some help would be very apreciated :
 
 I have a nodeCallback to animate a shader.
 I set this callback as nodeCallback on a geode that is displayed, but
 the callback operator() is never called.
 I set the same callback as CullCallback on the same geode, now it works.
 
 Maybe this is something very simple, but after a day on this issue I'm
 getting mad.
 
 Thanks for your help.
 
 Regards,
Vincent.
 

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Re: [osg-users] Problems with DotOsgWrapper in OSG 3.1.1 on OSX 10.7

2012-07-05 Thread Stephan Huber
Hi Mike,

Am 04.07.12 16:49, schrieb Mike Krus:
 Any ideas on how to fix this? Or anybody know if I can safely build the rest 
 with GCC 4.3 and OSG with the llvm-gcc 4.2 that comes with XCode?

AFAIK you'll have to use the apple-compilers for compiling osg, as only
the apple-compilers know how to handle Objective-C which is used for the
cocoa backend.

Don't know if you can mix both compilers, I had problems in the past
compiling parts of osg with llvm-gcc and other parts of my code with clang.

cheers,

Stephan
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Re: [osg-users] Mac OS runtime problem

2012-04-26 Thread Stephan Huber
Hi Tobias,

Am 26.04.12 12:15, schrieb Tobias Duckworth:
 Further to Stephan's suggestion, since llvm-gcc-4.2 supports OpenMP, I was 
 able to get everything running using llvm-gcc-4.2. 
 (Thanks Stephan for the info that llvm-gcc-42 now supports OpenMP)
 
 However, it still strikes me as odd that failure occurs when compiling my 
 program with gcc and linking to OSG built with llvm.


I have no idea. I have the suspicion, that the optimization of llvm is
too aggressive (osg is compiled with -O3), but I'll have to do some more
tests.


cheers,

Stephan
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Re: [osg-users] First OSG application on Ipad

2012-04-21 Thread Stephan Huber
Hi Wojciech,

Am 20.04.12 17:28, schrieb Wojciech Lewandowski:

 We want to port an OSG program to Ipad. This was once written on Windows.
 We already gathered some experience on OSG/GLES when porting it to Android.
 And now its time for IOS. We are completely fresh on IOS Mac programming,
 though. So fresh, we don't even own a Mac for development station, yet. In
 preparation for the task I was looking on OSG site and mailing list for
 some guidance. My overall impression is not too rosy, though. I've found
 posts that CMake does not work with XCode and XCode project has a separate
 manually maintained repo. Since I am a such a newbie on the topic I can't
 figure out how severe the whole picture is and how easy or messy attempt
 could be. So I decided to just start a small poll and ask these few
 questions directly:

CMake and XCode:

XCode is now distributed via the mac app store, the app resides in the
app-folder, and not as in previous versions in a dedicated folder called
/Developer Older versions of Cmake required that xcode lives in
/Developer. This broke project generation for xcode. Fortunately the
nightly builds available at cmake.org include a bug fix, so cmake is
working again for os x and ios.

CMake generated project files vs hand-maintained xcode-project files on
github (https://github.com/stmh/osg/tree/iphone


cmake:
+ project files for most of the plugins
- generated project files work either for the simulator or for the
device (you'll need two xcode project files for sim and device)
- no working example app

hand-maintained xcode-project-files via github branch:
+ project can compile libs for device and lib
+ project can be embedded in other xcode-project and xcode can resolve
all dependencies automatically.
+ working examples
- only a handful plugins are supported



 - Is IOS/OSG environment mature enough to attempt a more advanced
 application than test samples ?

I think it's stable enough to do serious work. AFAIK there are some apps
in the wild from Thomas Hogarth and I published a small app two weeks ago.

 - For larger app would you recommend XCode or command line Cmake build ?

AFAIK It's necessary to use xcode for building an ipad app (codesigning
for example), but you can compile your xcode project from the
commandline using xcodebuild, which works good enough. I'd recommend xcode.

 - I have read that XCode can be quite unresponsive with OSG project on Mac
 mini. Could you recommend some minimal HW configuration to handle the
 environment and allow for comfortable work ?

yes, that's true, xcode need a lot of cycles to open and munge the
osg-project files, you can avoid this by compiling the osg libs and
-plugins with xcodebuild via the command line; and, you'll do this only
once to get a set of libs you can use for your further development tasks.

So, basically you compile your osg libs and plugins once, set up your
project and use the libs from there. Working on your own project with
xcode is fast and flawless, so no worry about that. (linking will take
its time though)

A recent mac with plenty of RAM (xcode tends to use all available RAM it
can get) and a lot of cores :) will suffice. I think an midsized
quadcore iMac would be a good start. I do most of my development with a
two year old MacBookPro with 8GB RAM and a 256GB SSD and on a four year
old quad core Mac Pro.

 - Can OSG/GLES program be tested on IPAD emulator on Mac ? We could not do
 it with Android (last week version of Android SDK  supposedly changes that)
 ?

If you compile osg for simulator and device, and adjust the project
settings accordingly then you can test your app on the simulator and on
the device. In my experience the simulator is slower than the actual
device and you'll notice some artefacts/errors when rendering opengl es
from within the simulator.

I have a set of universal libs of osg which work for the device and for
the simulator. If there's any interest I can share them online. (Built
from the handmaintained xcode-project via github)

The hard part with osg + ios is to get a set of working libs for
simulator and device. If you have your libs and plugins in place
development is as easy as with other platforms besides the longer
compile-test/debug-on-device-cycles.

 - OSG development on Android in my opinion is far from perfect situation
 (comparing to Linux or Windows). If you had an experience with both Android
 and IOS can you just say if development for IPAD is simpler or tougher ?

I don't have any experience with android, but when you have a set of osg
libs ready for development, the experience is quite good. As xcode
compiles your code while you are typing most of the common errors are
spotted in realtime. The link times are really long, most notably for
debug builds.

Here's my personal setup:

* I am using the handmaintained xcode-project files mostly because I do
not need all the plugins
* I have a dedicated old mini with continuous integration via hudson,
which checks the iphone 

Re: [osg-users] Problems with DotOsgWrapper in OSG 3.1.1 on OSX 10.7

2012-04-07 Thread Stephan Huber
Am 05.04.12 20:55, schrieb Mike Wozniewski:
 Damn. It looks like the same error occurs when I build using autotools, 
 making this less likely related to XCode project settings. Will investigate 
 more...

I can confirm the crash, if I compile my app with the apple llvm
compiler. If I switch to the llvm gcc 4.2-compiler everything works
as expected, no crash. (I compiled the osg-libs on an older machine with
Snow Leopard / Xcode 3.1.x using the standard gcc 4.2 compiler.)

Any chance that you use different compilers for your app and the osg-libs?

cheers,
Stephan
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Re: [osg-users] Problems with DotOsgWrapper in OSG 3.1.1 on OSX 10.7

2012-04-06 Thread Stephan Huber
Hi,

Are you 100% sure, that the version of the plugins corresponds to the
version of the osg core libs?

I'll try to compile current osg and test it against one of my apps this
weekend, as my setup is similar to yours and report back to the list.


cheers,

Stephan

Am 05.04.12 20:55, schrieb Mike Wozniewski:
 Damn. It looks like the same error occurs when I build using autotools, 
 making this less likely related to XCode project settings. Will investigate 
 more...
 
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Re: [osg-users] Performance on geometry processing

2012-03-21 Thread Stephan Huber
Am 21.03.12 17:22, schrieb Matthias Thöny:
 this is in fact working, but with some sideeffect (crash while statics blend 
 in, etc.etc...), but I am really confused about is, why this method is not 
 always called while the draw process, because if my xcode debugger does not 
 lie to me (because it does that a lot of times in version 4.2), this method 
 is reached once. Are you cloneing the object anyhow, to traverse in the draw 
 method (which cannot be overriden), or how does this mechanism work?

you'll have to disable the creation of displaylists to get
drawImplementation fireing on every frame.

osg::Drawable::setSupportsDisplayList(false);

cheers,
Stephan
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Re: [osg-users] Mac: GLSL 120?

2012-03-13 Thread Stephan Huber
Hi Chris,

AFAIK it's not possible (yet) to use open gl 3 with osg on mac/lion.
There's a submission at osg-submission to add GL 3 support, but it's not
committed yet.

cheers,
Stephan

Am 13.03.12 17:07, schrieb Chris Hanson:
 http://lwjgl.org/forum/index.php?topic=4071.0
 
   Apparently it's possible under Lion to get support for GLSL beyond 1.20
 (#version 120). I'm not a Mac guy, so I figured I'd ask, is it possible to
 trigger this support from within OSG at this point?
 
 
 
 
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Re: [osg-users] OSG using OpenGL 3.2 in Mac OS X 10.7 (Lion)

2012-03-01 Thread Stephan Huber
Hi,

Am 01.03.12 21:45, schrieb Paul Martz:
 But to my knowledge no one has contributed code to make it work on OS X
 or Linux. Please do so, if you need that functionality.

Besides the specific CMAKE_VARIABLES to get Open GL 3 support on OS X
GraphicsWindowCocoa needs some love when creating a graphics context.

Just setting the NSPixelFormat to

NSOpenGLPixelFormatAttribute pixelFormatAttributes[] =
{
NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core,
0
};

when compiling for Open GL 3 should help.

cheers,
Stephan


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Re: [osg-users] OSG 3.0.1 on iOS 5

2012-02-18 Thread Stephan Huber
Hi,

Am 17.02.12 16:04, schrieb Büsra Gülten:

 I have already build OSG 3.0.1 on iOS 4. Now i would like to build it on iOS 
 5. Core Libraries like osg, OpenThreads, osgDB and osgUtil are building 
 correctly. But the linking with my App, notify following error: 
 
 

 Undefined symbols for architecture i386:
   osgUtil::IndexMeshVisitor::makeMesh(), referenced from:
   osgUtil::Optimizer::optimize(osg::Node*, unsigned int)in 
 libosgUtil.a(Optimizer.o)

Please check if you added libosgUtil to your linking stage of your app.


 I have also tried the newest iPhone Example on github. I get there similar 
 error I mentioned above:
 
 

 ld: warning: ignoring file 
 /../IPhone_Project/3rdParty/lib/libFreeType_iphone_universal.a, missing 
 required architecture i386 in file

Unfortunately the packaged freetype lib for iphone is for device only
(arm6/7), not for the simulator (i386). This exlains your errrors about
missing symbols. But you can build libfreetype by yourself...

I did a quick test with the examples from the github-repository and they
do compile und run fine for IOS 5.


cheers,

Stephan
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Re: [osg-users] iOS and OSG in Xcode

2012-02-07 Thread Stephan Huber
Am 07.02.12 18:59, schrieb Alex Olivas:
 I'm getting the impression Xcode is going to be a nightmare
 for OSG/iOS development.  I also wish I could tell what
 Xcode was churning away at while the wheel-of-death spins.
 Surely there has to be a way to develop for iOS outside of 
 Xcode.  Has anyone successfully done this with, for example, 
 just cmake and emacs?

you can try xcodebuild (command line) to get your libs compiling. When
you have the libs you can start a new xcode project and link against
these osg-libs.

Xcode 3 is not supported any more as far as i know. XCode 4 is a little
better, but you'll need Lion.

For getting some information what xcode is doing when you get the wheel
of dead, try activity monitor, it has a button analyse which will give
you a stack trace.

HTH,
Stephan
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Re: [osg-users] osgViewer::GraphicsWindowCocoa::WindowData dynamic_cast returns 0

2012-01-28 Thread Stephan Huber
Hi Sean,


I had similar problems in the past as you and Chuck. My fix was to make
sure the project-settings for osg and my own project where the same and
set to FALSE:

Symbols hidden by default (GCC_SYMBOLS_PRIVATE_EXTERN): FALSE

and eventually

Inline hidden methods (GCC_INLINES_ARE_PRIVATE_EXTERN): FALSE

Cheers,

Stephan

Am 27.01.12 18:11, schrieb Sean Sullivan:
 Hey guys,
 
 I'm trying to pass an osgViewer::GraphicsWindowCocoa::WindowData to my traits 
 object with CreateOnlyView specified. For some reason whenever my WindowData 
 is dynamic_cast in GraphicsWindowCocoa.mm it just returns 0. If I switch them 
 to static_cast they work.
 
 Here's my code:
 
 
 Code:
 // OSGWindow.h
 osgViewer::GraphicsWindowCocoa::WindowData* windowData;
 
 // OSGWindow.cpp
 windowData = new osgViewer::GraphicsWindowCocoa::WindowData 
 (osgViewer::GraphicsWindowCocoa::WindowData::CreateOnlyView);
 
 osg::ref_ptrosg::GraphicsContext::Traits traits = new 
 osg::GraphicsContext::Traits();
 
 traits-x = 100;
 traits-y = 100;
 traits-width = 1280;
 traits-height = 720;
 traits-red = 8;
 traits-blue = 8;
 traits-green = 8;
 traits-alpha = 8;
 traits-depth = 24;
 traits-windowDecoration = false;
 traits-doubleBuffer = true;
 traits-vsync = false;
 traits-stencil = 1;
 traits-samples = 8;
 traits-sampleBuffers = 1;
 traits-inheritedWindowData = windowData;
 
 osg::ref_ptrosg::GraphicsContext context = 
 osg::GraphicsContext::createGraphicsContext (traits.get());
 
 
 
 This is what's in GraphicsWindowCocoa.mm that returns 0:
 
 
 Code:
 GraphicsWindowCocoa::WindowData* windowData = traits-inheritedWindowData ? 
 dynamic_castGraphicsWindowCocoa::WindowData*(traits-inheritedWindowData.get())
  : NULL;
 
 
 
 I tried expanding it into if statements and the traits-inheritedWindowData 
 returns true. I also tried copying and pasting this line into my file where I 
 create my traits object and it returns properly.
 
 Any ideas?
 
 Cheers,
 Sean
 
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Re: [osg-users] OSG website unresponsive

2012-01-06 Thread Stephan Huber
Am 05.01.12 17:42, schrieb Robert Osfield:
 A question to yourself and everyone else - what wiki's would be best?
 Mediawiki?
 
 I don't have much experience with wiki's outside the OSG's website
 onces so would very much welcome feedback from others that have
 maintained and contributed to other wiki's.

I used DokuWiki[1] in the past, and it works as advertised. It's
file-based, easy to set up and stable in usage.


cheers,
Stephan


[1] http://dokuwiki.org
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Re: [osg-users] OSG website unresponsive

2012-01-05 Thread Stephan Huber
Hi robert,

Am 05.01.12 17:42, schrieb Robert Osfield:
 I'm relatively happy with github, however, right now I don't know
 who's the current maintainer of the github/openscenegraph, we'll need
 to take over admin of this.

If you have a github account, just drop him a message. He's quite
responsive, when the repos was stuck in the past. But I can't recall his
name :)

If you want, i can drop him a message.

cheers,
Stephan
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Re: [osg-users] MultiTouchTrackballManipulator on windows 7, isMultiTouchEvent() is false

2012-01-05 Thread Stephan Huber
Hi,

Am 07.12.11 16:10, schrieb Hocine Zanzibar:
 Is MultiTouchTrackballManipulator supported on windows ?  Is there any 
 example of the correct use of MultiTouchTrackballManipulator ?

AFAIK multitouch support is missing for Win 7. You'll have to add
support for multitouch to GraphicsWindowWin32.

Cheers,
Stephan
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Re: [osg-users] simple window manager to reopen a window

2011-12-30 Thread Stephan Huber
Hi,

Am 30.12.11 10:48, schrieb Andrey Ibe:
 i was looking for some kind of window onClose callback function to allow me 
 to store the current window state (graphics contexts' traits) with position 
 and size, but i couldn't find any.

have you tried a custom event handler which handles
osgGA::GUIEventAdapter::CLOSE_WINDOW ?

Can't help with the other stuff.

cheers,
Stephan
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Re: [osg-users] Generating multitouch events

2011-12-29 Thread Stephan Huber
Hi Len,

Am 14.12.11 21:39, schrieb Len White:
 Just to make sure I understand the structure of the current osgGA multi-touch 
 support...
 If I have a touch system that collects touch events in a callback, in my case 
 TUIO events, I will likely need to use a timer to store up a bunch of events, 
 bundle them into a single GUIEventAdapter, and then send them into the 
 EventQueue, correct?
 In my case I have a home-made touch surface that detects finger presses and 
 creates a listener thread for individual TUIO events.
 So far I've written a conversion class that can handle single touches fine, 
 but won't work for multiple touches.

Yes, you are correct. This is how multitouch on os x and ios works and
makes it easier for code working with osgGA::GUIEventAdapter, as all
touch events for one frame are stored in one event.

HTH,
Stephan
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Re: [osg-users] Generating multitouch events

2011-12-29 Thread Stephan Huber
Hi Len,

here's some pseudo-code which demonstrates the population of a
osgGA::GUIEventAdapter:




osg::ref_ptrosgGA::GUIEventAdapter osg_event(NULL);

for(unsigned int i=0; i  num_touch_points; i++)
{
// to differentiate different touches over time
unsigned int touch_id = touch_id_for_touch_i;

// in what phase is this touch-point
// (began, moved, stationary, ended)
osgGA::GUIEventAdapter::TouchPhase touch_phase = ...;

// the origin lies in the lower left corner
osg::Vec2 pixelPos = touch_pos_of_touch_i;

if (!osg_event)
{
// fire touchBegan/touchMoved/touchEnded
osg_event = getEventQueue()-touchBegan(
touch_id,
touch_phase,
pixelPos.x(),
pixelPos.y()
);
 }
 else
 {
 osg_event-addTouchPoint(
touch_id,
touch_phase,
pixelPos.x(),
pixelPos.y()
 );
 }
}

So in your tuio-code you'll need to store and update a mapping of all
your touch-points and create from that the GUIEventAdapter.

The api is currently still under development, so if you have some ideas
/ modifications we should consider, pleas step forward :)

cheers,

Stephan



Am 29.12.11 12:38, schrieb Stephan Huber:
 Hi Len,
 
 Am 14.12.11 21:39, schrieb Len White:
 Just to make sure I understand the structure of the current osgGA 
 multi-touch support...
 If I have a touch system that collects touch events in a callback, in my 
 case TUIO events, I will likely need to use a timer to store up a bunch of 
 events, bundle them into a single GUIEventAdapter, and then send them into 
 the EventQueue, correct?
 In my case I have a home-made touch surface that detects finger presses and 
 creates a listener thread for individual TUIO events.
 So far I've written a conversion class that can handle single touches fine, 
 but won't work for multiple touches.
 
 Yes, you are correct. This is how multitouch on os x and ios works and
 makes it easier for code working with osgGA::GUIEventAdapter, as all
 touch events for one frame are stored in one event.
 
 HTH,
 Stephan
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Re: [osg-users] Bugs on Mac OS X (Lion)

2011-12-13 Thread Stephan Huber
Hi Tobias,

Am 12.12.11 21:24, schrieb Tobias Ottenweller:

 1  -  osgViewer::Viewer
 
 Setting up a viewer without calling 'setUpViewOnSingleScreen()' will
 display the current scene on all available screen. As far as I
 understand this is not a bug but a feature :). But doing so
 OpenSceenGraph does not respect the arrangement of the displays. I
 didn't test a lot (and only with two displays), but it seems that the
 main screen is always assumed to be the left one.

AFAIK you'll see this on other platforms too. There are some missing
parts in osg::GraphicsContext::WindowingSystemInterface to report the
relative position of a screen in relation to the other screens / main
screen. Without that information, it's hard to compute a correct
window-layout.

 2  -  osgGA::GUIEventAdapter::ScrollingMotion
 
 I'm trying to write my own camera manipulator. Overwriting
 handleMouseWheel of the class StandardManipulator did not work out so
 well. The problem is that I'm only getting 'SCROLL_2D' events. I found
 post about this earlier today saying it has been fixed (sorry lost the
 link).

Not sure about that -- what should be reported? Scrolling-Events with
modern input (touchpad, magic mouse) produce SCROLL_2D-events, if you
attach a mouse with an old scroll-wheel, you'll get
SCROLL_DOWN/_UP-events. The bug/missing feature lies in
StandardManipulator not handling SCROLL_2D-events correctly. Feel free
to implement them and submit it back to the community.


 3  -  osgGA::GUIActionAdapter requestWarpPointer()
 
 I'm trying to keep the mouse cursor always in the middle of the screen
 which works as expected. But after doing so the input freezes for about
 quarter a second. I found this forum entry:
 http://forum.openscenegraph.org/viewtopic.php?t=3933 . Did anybody
 already find a solution for this?

Have you tried the suggested fixes in the mentioned thread? Did they
work? If so can you prepare a submission for osg-submission?

cheers,

Stephan

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Re: [osg-users] Background transparency on iOS

2011-11-27 Thread Stephan Huber
Hi,

instead of making the opengl-view transparent you can render the
live-video as a texture inside osg, you'll have to feed the video-image
into an osg-texture, but it's relatively simple to do.

If you insist in a transparent opengl view you'll have to hack
GraphicsWindowIOS.mm, as there's no support for transparent views yet.

Change eaglLayer.opaque = YES; to eaglLayer.opaque = NO; around line
200, and be sure, that your osg-displaysettings /
GraphicsWindows::Traits require an alpha-channel. (I have not tested
this approach, ymmv)

For some background:
http://stackoverflow.com/questions/1394934/iphone-layering-a-transparent-opengl-view-on-top-of-a-uiview

HTH,
Stephan

Am 26.11.11 21:36, schrieb Jeremy Blatter:
 I'm developing an augmented reality application for iPad. I'm using 
 OpenSceneGraph to render the 3D objects over the camera view.
 My code is based on the view_test iPhone example given with the sources on 
 Github, so we can discuss my problem from this exemple.
 
 I wish to set the background of the OSG Viewer transparent, so we can see the 
 UIView behind (which contains the iPad camera preview layer in my 
 application, that works well).
 To be clear, say that in the view_test exemple, I change the background color 
 of the view in FlipsideViewController.mm
 
 
 Code:
 - (void)viewDidLoad {
 ...
 self.view.backgroundColor = [UIColor redColor];
 ...
 }
 
  
 
 Then, I wish to see this red color as background for my 3D scene (the box) 
 instead of the default blue background.
 My intuition was to change the clearColor to black with the alpha channel set 
 to 0 :
 
 
 Code:
 _viewer-getCamera()-setClearColor(osg::vec4(0.0f, 0.0f, 0.0f, 0.0f));
 
 
 
 The background is black as expected, but the alpha value is not considered 
 (as if it was always 1.0f).
 Any ideas?

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Re: [osg-users] [build] iPad Simulator crashes when trying to run a simple example

2011-09-08 Thread Stephan Huber
Hi Tobias,

I don't know why your app crashes in the simulator, can you try to debug
the example? From the console-output there seems to be a valid
viewer-object, so adding a camera manipulator should work.

Most likely there's a discrepancy in project- / compiler-settings,
please double-check that your project-settings are the same as for the
osg-projects.

Unfortunately I don't have a cmake-based-ios-workflow on my machine, so
can't test it on my end, all I know is that the examples from the
hand-maintained xcode project from
https://github.com/stmh/osg/tree/iphone do work on the device and on the
simulator.

Why are there any hand-maintained xcode-project anyway?
a) it's easier to develop, as the same xcode-project can build libs for
simulator and device, the project-files created with cmake can't do that.
b) the examples do work with the hand-maintained xcode-project-files, I
failed completely to create a cmake configuration to build one simple
ios-example
c) downsides: handmaintained, only a few plugins do compile and work, is
most of the time behind current trunk

HTH,
Stephan


Am 07.09.11 14:46, schrieb Tobias Weißhaar:
 H guysi,
 
 I successfully build and linked my App for the iPad but when I try to run the 
 simulator it crashes. I get the following Output:
 
 CullSettings::readEnvironmentalVariables()
 DatabasePager::addDatabaseThread() HANDLE_NON_HTTP
 DatabasePager::addDatabaseThread() HANDLE_ONLY_HTTP
 CullSettings::readEnvironmentalVariables()
 CullSettings::readEnvironmentalVariables()
 CullSettings::readEnvironmentalVariables()
 CullSettings::readEnvironmentalVariables()
 ShaderComposer::ShaderComposer() 0x70006e0
 CullSettings::readEnvironmentalVariables()
 ShaderComposer::ShaderComposer() 0xa6009c0
 View::setSceneData() Reusing exisitng scene0x713c8f0
  CameraManipulator::computeHomePosition(0, 0)
 boundingSphere.center() = (1 1 1)
 boundingSphere.radius() = 0.866025
  CameraManipulator::computeHomePosition(0x6827800, 0)
 boundingSphere.center() = (1 1 1)
 boundingSphere.radius() = 0.866025
 Viewer::realize() - No valid contexts found, setting up view across all 
 screens.
 GraphicsContext::getWindowingSystemInterface() 0x5d0ed30  0x75aaa8
 GraphicsContext::registerGraphicsContext 0xa6027c0
 ShaderComposer::ShaderComposer() 0xa602aa0
 GraphicsContext::createNewContextID() creating contextID=0
 Updating the MaxNumberOfGraphicsContexts to 1
   GraphicsWindow has been created successfully.
  CameraManipulator::computeHomePosition(0, 0)
 boundingSphere.center() = (1 1 1)
 boundingSphere.radius() = 0.866025
  CameraManipulator::computeHomePosition(0x6827800, 0)
 boundingSphere.center() = (1 1 1)
 boundingSphere.radius() = 0.866025
 osg::State::_maxTexturePoolSize=0
 osg::State::_maxBufferObjectPoolSize=0
 GraphicsContext::getWindowingSystemInterface() 0x5d0ed30  0x75aaa8
 shouldAutorotateToInterfaceOrientation for 1: YES
 shouldAutorotateToInterfaceOrientation for 1: YES
 GraphicsWindowIOS :: grabFocusIfPointerInWindow not implemented yet 
 View::init()
 [Switching to process 28651 thread 0x5f0b]
 OpenGL extensions supported by installed OpenGL drivers are:
 GL_APPLE_framebuffer_multisample
 GL_APPLE_texture_2D_limited_npot
 GL_APPLE_texture_format_BGRA
 GL_APPLE_texture_max_level
 GL_EXT_blend_minmax
 GL_EXT_discard_framebuffer
 GL_EXT_read_format_bgra
 GL_EXT_texture_filter_anisotropic
 GL_EXT_texture_lod_bias
 GL_IMG_read_format
 GL_IMG_texture_compression_pvrtc
 GL_OES_blend_equation_separate
 GL_OES_blend_func_separate
 GL_OES_blend_subtract
 GL_OES_compressed_paletted_texture
 GL_OES_depth24
 GL_OES_draw_texture
 GL_OES_fbo_render_mipmap
 GL_OES_framebuffer_object
 GL_OES_mapbuffer
 GL_OES_matrix_palette
 GL_OES_packed_depth_stencil
 GL_OES_point_size_array
 GL_OES_point_sprite
 GL_OES_read_format
 GL_OES_rgb8_rgba8
 GL_OES_stencil8
 GL_OES_stencil_wrap
 GL_OES_texture_mirrored_repeat
 GL_OES_vertex_array_object
 OpenGL extension 'GL_ARB_vertex_shader' is not supported.
 OpenGL extension 'GL_ARB_multitexture' is not supported.
 OpenGL extension 'GL_EXT_multitexture' is not supported.
 OpenGL extension 'GL_ARB_vertex_program' is not supported.
 OpenGL extension 'GL_EXT_secondary_color' is not supported.
 OpenGL extension 'GL_EXT_fog_coord' is not supported.
 OpenGL extension 'GL_ARB_multitexture' is not supported.
 OpenGL extension 'GL_NV_occlusion_query' is not supported.
 OpenGL extension 'GL_ARB_occlusion_query' is not supported.
 OpenGL extension 'GL_EXT_timer_query' is not supported.
 OpenGL extension 'GL_ARB_timer_query' is not supported.
 GraphicsCostEstimator::calibrate(..)
 ShaderComposer::~ShaderComposer() 0x70006e0
 OpenGL extension '' is not supported.
 Setting up osg::Camera::FRAME_BUFFER
 
 
 In my Code the error line ist this:
 
 _viewer-setCameraManipulator(new osgGA::TrackballManipulator);
 
 
 I dont know 

Re: [osg-users] OSG on iOS

2011-09-08 Thread Stephan Huber
Am 08.09.11 16:10, schrieb Tobias Weißhaar:
 But its quite hard to have a complete overview about the OpenGLES API and the 
 OSG API to avoid these mistakes or?

there's some documentation about the differences
(http://www.khronos.org/registry/gles/specs/1.1/es_cm_spec_1.1.12.pdf)
but it's afaik hard to read.

My workflow is to program for OpenGL, transfer my code often to IOS /
OpenGL ES and debug the opengl errors. For common usage the differences
are minimal (no GL_QUADS, GL_POLYGONS, no DrawElementsUInt, no
glBegin/glEnd, some unsupported states).

And usually you'll find some pointers using the glName and OpenGLES as
search terms in google.


cheers,
Stephan
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Re: [osg-users] [build] How to get a simple OSG example on iOS

2011-09-06 Thread Stephan Huber
Hi,
Am 06.09.11 14:56, schrieb Tobias Weißhaar:
 Can anyone explain how i get a simple OSG example on the iPhone with the git 
 repository?

Do the three examples inside the xcode-project work?

cheers,
Stephan
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Re: [osg-users] Drawing a simple sphere...

2011-08-26 Thread Stephan Huber
Hi,

I recall a post from some days ago, describing  problems with the
llvm-gcc compiler and osg on lion. The app hang/crash on a call to cosf.
The solution was to switch to the gcc compiler.

Perhaps the same issue as yours?

cheers,
Stephan

Am 26.08.11 01:07, schrieb Yann Blaudin de Thé:
 Hi Ulrich,
 
 It is through my own application. What did you pass as arguments to
 cmake? I used :
 OSG_WINDOWING_SYSTEM=Coca
 CMAKE_ARCHITECTURE='i386;x86_64'
 OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio
 CMAKE_BUILD_TYPE=Release
 
 Le 25 août 2011 à 09:50, Ulrich Hertlein a écrit :
 
 Hi Yann,

 On 24/08/11 23:17 , Yann Blaudin de Thé wrote:
 #include osg/Shape
 #include osg/ShapeDrawable
 #include osg/Geode
 #include osgViewer/Viewer

 int main(int argc, char *argv[]) {
osg::Group* root = new osg::Group;
osg::Geode* geode = new osg::Geode();

geode-addDrawable(new osg::ShapeDrawable(new 
 osg::Sphere(osg::Vec3(0.,0.,0.), 1.)));
root-addChild( geode );

osgViewer::Viewer viewer;
viewer.setSceneData( root );
viewer.realize();

while( !viewer.done() )
viewer.frame();

return 0;
 }

 No idea - it looks fine and works for me (also on Lion).
 Your best bet is probably to run it from gdb and see where it barfs.

 When you say loading a .3ds works fine, is that through osgviewer or your 
 own application?

 HTH,
 Cheers,
 /ulrich
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Re: [osg-users] Crash in osgViewer when running iOS example code

2011-08-21 Thread Stephan Huber
Hi Alex,

Am 20.08.11 20:05, schrieb Alex Lee-Corbin:
 I'm guessing this could be an issue with openGLES- I've checked that, when I 
 created the Xcode project for the OSG libs I used the example command line 
 with the correct openGL flags set. Any help would be much appreciated!

It's hard to tell what's going wrong. Are you using the cmake-build or
the xcode-project from github? Are you compiling for OpenGL ES 1.1. or
OpenGL ES 2.0?

It looks like your cmake-config is not correct, some OpenGL 1/2/3
features are enabled, which will result in gliUnimplemented on IOS.

Can you post the command-line / cmake configuration?

cheers,
Stephan

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Re: [osg-users] Mac OSX | Problem loading curl-plugin inside OSG-web-plugin

2011-08-07 Thread Stephan Huber
Hi,

what error messages do you get? does osg find the plugin and fails when
trying to open it? (you'll get some error-messages in the console.log,
or if you run the plugin from inside xcode with safari as
helper-application in the debug console.)

Have you adjusted the @loader_paths for the osg-libs and for the
curl-plugin too? It's not sufficient to do this for the bin only.

What is the output of otool -L osgdb_curl.so ? All references to the
osg-libs should begin with @loader_path.


cheers,
Stephan


Am 07.08.11 17:53, schrieb Guido Lucci Baldassari:
 Good afternoon to everyone.
 I'm on the early deployment phase of our OSG-based web plugin. I'm trying to 
 embed all the needed libraries inside the package bundle, in order to ease 
 the distribution and the installation for the final user. Unfortunately I 
 encountered some problems with the curl plugin, that cannot be found at 
 runtime. I did many tries and looked through the web, searching a solution, 
 before posting here.
 
 My procedure is:
 
 -build osg with the correct @loader_path for the plugin to work
 -build the plugin
 -copy inside the plugin bundle all the needed libraries
 -fix the bin inside the plugn bundle with install_name_tool
 
 in this way everything loads correctly, except the curl plugin.
 
 My env is:
 
 OSG 3.0.0 (I use frameworks - I tried both: with  and without the 
 osg_plugin_search_install_dir_for_plugins)
 CMake 2.8.5
 Safari 5.1 (or Chrome Canary Build)
 Mac OSX 10.6.8
 
 Trying to understand where lies the problem:
 
 I used otool to check that everything was correct
 
 I tried setting explicitly OSG_LIBRARY_PATH to the absolute path, inside the 
 plugin source code.
 
 I tried finally with this method:
 
 I built OSG with INSTALL_PREFIX=the real path of the future plugin
 then I copied all libraries from a previous build on another machine with the 
 same specifications, except the plugins directory
 and everything worked, so I presume it's something hardcoded into the plugin.
 
 This last method, maybe can be used (not sure if it will work when moving or 
 coping the whole final package on other machines - I'll check later), but 
 seems to be just a workaround. Before to proceed with the job, I'd like to 
 ask here if anyone knows a better and clearer solution.
 Thanks in advance
 G.
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Re: [osg-users] Video playback on Mac via Imagestream.

2011-07-29 Thread Stephan Huber
Hi,

Am 29.07.11 16:17, schrieb Elliott D'Alvarez:
 Currently the quicktime libraries are being loaded, so it should be able to 
 play .mov at the very least, but getting to that stage seems to be a bit of a 
 nightmare. I do not necessarily need a multi-platform approach, i.e. I can 
 used one system for windows and another for mac. Any help is much appreciated.

Quicktime should work on Windows and Mac (32bit, 64bit is not supported
by the current quicktime-plugin) What problems did you have with
quicktime on Mac?

cheers,
Stephan


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Re: [osg-users] Video playback on Mac via Imagestream.

2011-07-29 Thread Stephan Huber
Hi,

I don't know ARTK, i would just use plain osg and its quicktime-plugin
for video playback: (make sure osg's quicktime-plugin gets compiled)

osg::ImageStream* image_stream =
dynamic_castosg::ImageStream*(osgDB::readImageFile(my_movie.mov));

if (image_stream) {
image_stream-play();
// do something with the imagestream
}


cheers,

Stephan

Am 29.07.11 17:58, schrieb Elliott D'Alvarez:
 Hi Stephan,
 
 I'm not sure if it's a quicktime issue or simply the fact I am trying to load 
 the video through ARTK loader, but the video stream always returns null when 
 I try and load the file. 
 
 When using the ar2VideoOpen from ARTK I try the following:
 
 (Where config is my video name)
 COsgVideoStreamBase::CreateStream(config, hflip, vflip, deinter);
 
 char* arConfig = new char[512];// = -devNum=1 -flipH -flipV;
 sprintf(arConfig, -device=QUICKTIME -movie=\%s\, config.c_str());
 
 // Open the video path.
 m_video = ar2VideoOpen(arConfig);
 
 if(!m_video){
 osg::notify(osg::WARN)  ARTKVidStream::CreateStream: ERROR: Opening file 
 '  config  '.  std::endl;
 }
 
 
 
 
 
 If I'm loading videos in windows I do the following (this works):
 
 bool COsgVideoStreamBase::CreateStream(const std::string config, bool hflip, 
 bool vflip, bool deinter)
 {
   this-m_hFlip = hflip;
   this-m_vFlip = vflip;
   this-m_isInter = deinter;
 
   //use file name as images file name
   this-setFileName(config);
 
   //set image as upside down if required
   if(m_vFlip)
   {osg::Image::setOrigin(osg::Image::TOP_LEFT);}
 
   return true;
 }
 
 
 I was under the impression that the bottom code would only work on windows, 
 and you needed to declare the quicktime player for mac? 
 
 Sorry about the messy code!
 
 Thank you!
 
 Cheers,
 Elliott
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=41735#41735
 
 
 
 
 
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Re: [osg-users] Video textures on iOS (and audio)

2011-07-14 Thread Stephan Huber
Hi,

Am 14.07.11 09:14, schrieb Alessandro Terenzi:
 I wonder if playing a video texture (from a .MOV file) with OSG for iOS works 
 the same way as OSG for Mac OS X...I mean, is it enough to build the osgdb_qt 
 library and statically link to it? Would this work for iOS too? 

Unfortunatley you can't use the quicktime-plugin for ios. In fact it's
difficult to play a movie into an open gl texture, the info on the net
is relatively spare.


OpenFrameworks has an ios video player, perhaps it's a start for porting
it to osg:

https://github.com/openframeworks/openFrameworks/blob/master/libs/openFrameworks/video/ofiPhoneVideoPlayer.mm

On the other side it's pretty easy to add a movie player to an UIView.

cheers,
Stephan
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Re: [osg-users] Background image...

2011-07-14 Thread Stephan Huber
Hi,

Am 14.07.11 12:04, schrieb Büsra Gülten:
 Have you any idea, what the reason could be? Any advice is really 
 appreciated.  

All I can see is that you are creating a finalDrawCallback to save the
current frame buffer into an jpeg file, there's AFAIK no code for
loading an image and adding a geometry to the hudcamera.

Am I missing something?

Stephan

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Re: [osg-users] Texture2D subload callback gone mad

2011-07-02 Thread Stephan Huber
Am 01.07.11 19:03, schrieb Chris 'Xenon' Hanson:
   Did anyone ever find a solution to this, or is there some guidelines for 
 how to get
 subload to work properly on 2.9.x and 3.x?

I am using a TetureSubloadCallback on osg 2.9.x and osg 3.0.x sucessfully.

I ran into problems if I did something along these lines:

texture-setImage(img);

because this triggers some default behaviour in osg, which conflicts
with the texturesubloadcallback.

For references here's my code:


-- VideoTextureSubloadCallback.h -
#include osg/Texture2D

class VideoTextureSubloadCallback : public osg::Texture2D::SubloadCallback {
public:
VideoTextureSubloadCallback(osg::Texture2D* tex, unsigned int 
width,
unsigned int height);
virtual void load (const osg::Texture2D texture, osg::State 
state)
const;
virtual void subload (const osg::Texture2D texture, osg::State
state) const;

void setImage(osg::Image* image) { _image = image; if (_image)
_image-setPixelBufferObject(0); }
private:
unsigned int _potWidth, _potHeight;
osg::ref_ptrosg::Image_image;

};

-- VideoTextureSubloadCallback.cpp -


VideoTextureSubloadCallback::VideoTextureSubloadCallback(osg::Texture2D*
texture, unsigned int width, unsigned int height)
:   osg::Texture2D::SubloadCallback(),
_potWidth(width),
_potHeight(height)
{
texture-setTextureSize(_potWidth, _potHeight);

// set to linear to disable mipmap generation
texture-setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR);
texture-setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR);

}

void VideoTextureSubloadCallback::load(const osg::Texture2D texture,
osg::State state) const
{   
glTexImage2D(
GL_TEXTURE_2D,
0,
_image-getInternalTextureFormat(),
(int)_potWidth,
(int)_potHeight,
0,
_image-getPixelFormat(),
_image-getDataType(),
0x0
);
}

void VideoTextureSubloadCallback::subload(const osg::Texture2D texture,
osg::State state) const
{
if (_image.valid()) {
glTexSubImage2D(
GL_TEXTURE_2D, 0, 0, 0,
_image-s(), _image-t(),
_image-getPixelFormat(),
_image-getDataType(),
_image-data()
);
}
}

-- setup -

osg::Texture2D* tex = new osg::Texture2D();
VideoTextureSubloadCallback* cb  = new VideoTextureSubloadCallback(tex,
2048, 1024);
tex-setSubloadCallback(cb);
cb-setImage(an_image_object);


cheers,
Stephan
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Re: [osg-users] Mac OS X windowing system related issue (maybe)

2011-06-21 Thread Stephan Huber
Hi Alessandro,

Am 21.06.11 22:35, schrieb Alessandro Terenzi:
 If this can help, when I built OSG I chose 'Carbon' as windowing system, I 
 built OSG as frameworks and I'm building my OSG application as a console 
 application. If I build my application as an app bundle (instead of a

try creating the WindowSystemInterface via

osg::GraphicsContext::getWindowingSystemInterface()

before opening the settings-dialog. the WindowingSystemInterface does
some fancy things, so that windows opened by a console-app work correctly.

Perhaps that helps.

cheers,
Stephan
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Re: [osg-users] Passing multiple textures in glsl

2011-06-11 Thread Stephan Huber
Hi,

Am 11.06.11 10:47, schrieb Linda Lee:
 and in the fragment shader:
 
   uniform sampler2DArray test;
   
 
 and access it using:
 
   gl_FragColor = texture2DArray(test, vec3(0, 0, 0));

Do you get any compile-error for your shader?

I had to add these lines to get texure2DArrays working in my shader:

#version 120
#extension GL_EXT_gpu_shader4 : enable
#extension GL_EXT_texture_array : enable


hth,
Stephan
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Re: [osg-users] OSG 2.9.10 on iOS

2011-06-09 Thread Stephan Huber
Hi,

Am 08.06.11 16:17, schrieb Büsra Gülten:
 I thougt, that when I start Xcode and go to File - New Project… and choose 
 IOS - Application in the drawer, there will appear OSG Application.
 But it isn´t so. Was my thougth false or what should I do in order that it 
 appear?

osg does not provide xcode project template files. You'll have to create
your projects by hand and add header search paths and necessaey libs.

cheers,
Stephan
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Re: [osg-users] 2.8.5 RC2 and final call for testing

2011-06-02 Thread Stephan Huber
Hi Paul,

Am 01.06.11 20:54, schrieb Paul Martz:
 On the subject of requiring OSG v2.9.x... Have you considered using
 osgWorks? I've been using it to insulate my clients' apps from changes
 in OSG, allowing the same app to use OSG v2.6.0 through v2.9.15. If
 there are OSG API changes in 2.9.x that osgWorks doesn't provide a
 backwards-compatible path for, I'd be interested in knowing what it is
 so I can try to support it.

Thanks for the suggestion, I'll try osgWorks in the near future. As I am
testing stuff for IOS (Iphone/iPad) I am bound to 2.9.x.

cheers,
Stephan
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Re: [osg-users] Please test svn/trunk in prep for next dev release

2011-05-07 Thread Stephan Huber
Hi Robert,

Am 06.05.11 15:20, schrieb Robert Osfield:
 but Windows and OSX it'd be very useful to have
 feedback on.

Compile went fine for OS X 32bit, OS X 64bit, and IOS.

cheers,
Stephan
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Re: [osg-users] Please test svn/trunk in prep for next dev release

2011-05-07 Thread Stephan Huber
Hi,

Am 07.05.11 09:17, schrieb Alessandro Terenzi:
 Only
 one note: I've got lots of warnings and had to manually change the
 installation path for each framework because CMake ignored it.

Did you built the install-target? this target sets the installation
paths on the varius build-products.

cheers,
Stephan
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Re: [osg-users] iOS: integration with not-OpenGL apps

2011-05-04 Thread Stephan Huber
Hi Alessandro,

I had some time to polish the GraphicsWindowIOS-implementation and it
should work now to use a GraphicsWindowIOS as part of a bigger
IOS-application.

on github (https://github.com/stmh/osg/tree/iphone) there's even a new
example demonstrating the usage.

Basically you create a WindowDataClass with your parent-view as
parameter, this will instruct GraphicsWindowIOS to add the created view
to this parent-view, and it does respect the sizes in the traits-object.

After that, you can query the GraphicsWindowIOS-object for the created
view via dynamic_castosgViewer::GraphicsWindowIOS*(window)-getView();

See the code inside FlipSideViewController.mm for more details.

These new changes are currently not part of osg-trunk, but I'll submit
them, as soon as possible.

Please let me know, if this new code works on your end.

cheers,

Stephan



Am 02.05.11 19:17, schrieb Alessandro Terenzi:
 Hi,
 I'm trying to find a way to integrate OSG into a generic app for iOS, but
 I'm facing some problems. Maybe I'm missing something, but as far as I've
 understood, it looks like that, in order to use OSG on iOS, I must always
 use the UIWindow and the corresponding UIView/UIViewController objects
 created by means of GraphicsWindowIOS::WindowData...but in this way I find
 difficult to later manage those UIView and UIViewController objects
 especially if I need to integrate them in a dynamic view hierarchy.
 
 What I'd like to do is to create a UIView-derived class that encapsulates
 everything required to use OSG to draw in just that view, then I'd like to
 manage that view by my own UIViewController (not related to OSG).
 
 Is there a way to do this with what is already available in OSG (2.9.13)? If
 not, can anyone suggest what (beyond creating a context and all OpenGLES
 related stuff) the UIView-derived class should do from the OSG point of
 view?
 
 Thanks.
 Alessandro
 
 
 
 
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Re: [osg-users] SubloadCallback on iOS: missing texture.

2011-04-27 Thread Stephan Huber
Hi,

Am 27.04.11 09:36, schrieb Alessandro Terenzi:
 what do you think about the sample code I've sent? Is there something wrong
 with it?

Your example failed to work on my mac with a recent osg-version.
Unfortunately I hadn't more time to investige the issue further.

I had to change

glTexImage2D(GL_TEXTURE_2D, 0,

osg::Image::computeNumComponents(_image-getInternalTextureFormat()),
 (int)m_POT_width,
 (int)m_POT_height,
 0,
 _image-getPixelFormat(),
 _image-getDataType(),
0
);

to
glTexImage2D(
GL_TEXTURE_2D,
0,
_image-getInternalTextureFormat(),
(int)m_POT_width,
(int)m_POT_height,
0,
_image-getPixelFormat(),
_image-getDataType(),
_image-data()
);

to get rid of the opengl-warning. But the subload-callback is never
called on my end.


Perhaps i find some time this weekend to do some more tests.

cheers,
Stephan
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Re: [osg-users] SubloadCallback on iOS: missing texture.

2011-04-23 Thread Stephan Huber
Hi,

it's hard to tell what's going wrong on your end without seeing the
code. Texture-subloading works on IOS in general, if you are using an
osg::Image which is attached to an osg::Texture and set it's dirty-flag.

As a general note: TextureRectangle is not supported on OpenGL ES,
there's an extension to use NPOT Texture2Ds on IOS, which is supported
and used by osg.

HTH,
Stephan

Am 22.04.11 22:54, schrieb Alessandro Terenzi:
 I'm trying to use a SubloadCallback to update a NPOT texture in an app for
 iOS. Actually the very same logic seems to work fine on a PC but on iOS it
 is not working: I always get a flat-white color on the plane supposed to be
 textured (I'm referring to the examples about SubloadCallbacks that can be
 found in the forum and I'm using the latest tagged version of OSG 2.9.12).
 
 When I execute the app, I notice that the load method generates this
 warning:
 
 *Warning: detected OpenGL error 'invalid operation' at After
 Renderer::compile
 *
 and the subload method:
 
 *Warning: detected OpenGL error 'invalid operation' at after
 RenderBin::draw(..)*
 (repeated forever...)
 
 Is there something that must be done for iOS in order to successfully use
 SubloadCallbacks? By the way, I also tried to override
 the textureObjectValid(.) method so that it always returns true (as
 suggested in another thread), this makes it to work on a PC but not yet on
 iOS devices.
 
 Thank you for your help.
 Alessandro
 
 
 
 
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Re: [osg-users] [build] Can't build version osg 2.9.11 for IOS using CMake

2011-04-03 Thread Stephan Huber
Hi,

there's a pending submission for the readme, I added a working command
line to it. Here's the command line to get a working xcode project for
buildong osg for a ios-device:

$ cmake -G Xcode \
-D OSG_BUILD_PLATFORM_IPHONE:BOOL=ON \
-D CMAKE_CXX_FLAGS:STRING=-ftree-vectorize -fvisibility-inlines-hidden
-mno-thumb -arch armv6 -pipe -no-cpp-precomp -miphoneos-version-min=3.1
-mno-thumb \
-D BUILD_OSG_APPLICATIONS:BOOL=OFF \
-D OSG_BUILD_FRAMEWORKS:BOOL=OFF \
-D OSG_WINDOWING_SYSTEM:STRING=IOS \
-D OSG_BUILD_PLATFORM_IPHONE:BOOL=ON \
-D CMAKE_OSX_ARCHITECTURES:STRING=armv6;armv7 \
-D
CMAKE_OSX_SYSROOT:STRING=/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS4.2.sdk
\
-D OSG_GL1_AVAILABLE:BOOL=OFF \
-D OSG_GL2_AVAILABLE:BOOL=OFF \
-D OSG_GLES1_AVAILABLE:BOOL=ON \
-D OSG_GL_DISPLAYLISTS_AVAILABLE:BOOL=OFF \
-D OSG_GL_FIXED_FUNCTION_AVAILABLE:BOOL=ON \
-D OSG_GL_LIBRARY_STATIC:BOOL=OFF \
-D OSG_GL_MATRICES_AVAILABLE:BOOL=ON \
-D OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE:BOOL=ON \
-D OSG_GL_VERTEX_FUNCS_AVAILABLE:BOOL=OFF \
-D DYNAMIC_OPENSCENEGRAPH:BOOL=OFF \
-D DYNAMIC_OPENTHREADS:BOOL=OFF .

check all mentioned cmake-variables and try again. Good luck.


Hope that helps,
Stephan



02.04.11 04:04, schrieb Hoang My Duc:
 Hi,
 
 I have the same problem.
 I did like the instruction in readme.txt for both 2.9.11 and trunk but cannot 
 build because the omission of OpenGL headers.
 
 The think is that when I press configure button of CMake first time, the 
 following variable is shown in red:
 OPENGLES_LIBRARY=OPENGLES LIBRARY - NOT FOUND
 
 I have also installed XCode 3.2.6 with IPhone SDK.
 My MacBookWhite has an OSX 10.6
 
 I don't know how to fix it, please help me.
 
 Thank you!
 
 Cheers,
 Hoang
 
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Re: [osg-users] Alpha blending not working on IOS

2011-03-29 Thread Stephan Huber
Hi Thomas,

Am 28.03.11 22:40, schrieb Thomas Hogarth:
 Has anyone used alpha blending on IOS successfully? I could have sworn I
 have in the past but I've been at this for about two hours now with no luck.

I had alpha blending working on IOS, but I used vertex-colors, not
materials, and everything worked as expected.

If I find some spare time, I can test this code again.

cheers,
Stephan
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Re: [osg-users] OSG using OpenGL ES 2.0 on IPhone

2011-03-28 Thread Stephan Huber
Hi rti,

can you please post whole modified files to osg.submissions as noted on
http://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProtocol


Thanks,

Stephan


Am 22.03.11 19:24, schrieb Robert Timm:
 Hi there,
 
 there are another two tiny patches I want to provide.
 They fix two OpenGL errors (printed as OSG warnings to stdout/stderr) which 
 appeared on my machine when using a OpenGL ES 2 build.
 
 1. One warning was written repeatedly to the terminal (while font rendering):
 
 Warning: detected OpenGL error 'invalid enumerant' at after 
 RenderBin::draw(..)
 
 
 2. This warning was only printed once while initing:
 
 Warning: detected OpenGL error 'invalid enumerant' at Before 
 Renderer::compile
 
 
 Find the patches in the attachment (numbered like above).
 
 Again, any kind of comment is appreciated :)
 
 Bye,
 rti
 
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Re: [osg-users] 64bit OS X builds

2011-03-25 Thread Stephan Huber
Hi Paul,

Am 25.03.11 20:32, schrieb Paul Martz:
 Is anyone successfully building OSG, either 2.8.3 or svn trunk, for
 64bit OS X? I've got a report from an associate that this is broken
 (sorry, no additional information at this point) and just wanted to see
 if this was known to either work or not work...

I am doing continuous builds of svn trunk for 64bit OS X via hudson [1],
and no problems are reported. I can post the command line I am using for
generating xcode-project files on monday when I am back at the office.


cheers,
Stephan

[1] http://hudson-ci.org/
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Re: [osg-users] osgAudio on Mac OS X

2011-03-08 Thread Stephan Huber
Am 07.03.11 11:46, schrieb Alessandro Terenzi:
 verything works fine on Windows, I'm having this problems only on Mac OS X
 and, FYI, I've built all the dependencies for osgAudio, including
 OpenAL-soft and freeAlut. The OSG version I'm using is 2.9.6.

OpenAL is bundled with OS X as a framework. Have you tried this version
of OpenAL?

Cheers,
Stephan
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Re: [osg-users] Render to texture for IPhone

2011-03-01 Thread Stephan Huber
Hi Tang,

just some tips:

* disable the autoresizing of NPOT-images via
texture-setResizeNonPowerOfTwoHint(false);

* set the internal format of the image to GL_RGBA and the format of the
image to GL_BGRA, so the conversion is done by hardware/driver.

image-setInternalTextureFormat(GL_RGBA);
image-allocateImage(w, h, 1, GL_BGRA, GL_UNSIGNED_BYTE);

HTH,
Stephan


Am 01.03.11 08:08, schrieb Tang Yu:
 Hi, dear sth,
 
 30-45fps?!! It is so attractive!!
 i used Texture2D to render my camera frame to the whole size of viewer, i set 
 the image buffer to the texture directly. But it still ran very very slowly 
 on my iphone4.
 I attached my code files and hope for your advices.
 
 PS. my osg libraries are compiled from git's iphone project.
 
 Best regard,
 Tang
 
 
 sth wrote:
 Hi,

 Am 28.02.11 11:30, schrieb Tang Yu:

 I also met the same question about rendering to texture on iphone. I tried 
 to render the video frame, captured from iphone's camera continually, as 2D 
 texture of the viewer's background, but the speed is very slowly. 
 How can i fix it?


 Without seeing any code, we can't help you, as the question remains too
 fuzzy. I can display a live video feed of the iphone-camera (3gs) as a
 osg-texture with about 30-45fps.

 cheers,
 Stephan
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Re: [osg-users] Render to texture for IPhone

2011-02-28 Thread Stephan Huber
Hi,

Am 28.02.11 11:30, schrieb Tang Yu:
 I also met the same question about rendering to texture on iphone. I tried to 
 render the video frame, captured from iphone's camera continually, as 2D 
 texture of the viewer's background, but the speed is very slowly. 
 How can i fix it?

Without seeing any code, we can't help you, as the question remains too
fuzzy. I can display a live video feed of the iphone-camera (3gs) as a
osg-texture with about 30-45fps.

cheers,
Stephan
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Re: [osg-users] Image as the viewer's background on Iphone

2011-02-25 Thread Stephan Huber
Am 25.02.11 17:39, schrieb Jason Daly:
 On 02/25/2011 05:22 AM, Stephan Maximilian Huber wrote:
 
 Umm, the iPhone 4's resolution is 640x960, isn't it?  Am I missing
 something?

Oh, sorry, you are right, i am wrong :-[

3gs has 320 x 480
4 has 640 x 960

cheers,
Stephan
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Re: [osg-users] Generating multitouch events

2011-02-07 Thread Stephan Huber
Hi Glenn,

Am 07.02.11 12:06, schrieb Serge Lages:
 I am currently working on getting multi-touch working on Linux with MPX
 (XInput2), and I would like to use this new system for my events. But with
 XInput (or also with Windows 7), I am receiving all the events separately,
 so what's the best approach to feed the
 touchesBegan/touchesMoved/touchesEnded methods ? Will I need to store each
 input state internally into the GraphicWindow class to set each time all the
 touch states ?

You'll have to store your touch-points and submit them alltogether as
one event to the eventqueue, here's some pseudo-code:

osg::ref_ptrosgGA::GUIEventAdapter osg_event(NULL);
for(int i = 0; i  numTouches; i++)
{
  // get touch i and corrsponding phase, x and y
  ...
  // feed it to the osg_event
  if (!osg_event) {
osg_event = _win-getEventQueue()-touchBegan(i, phase, x, y);
  } else {
osg_event-addTouchPoint(i, phase, x, y);
  } 
}

As Paul noticed in one of his recent mails, the design of the current
implementation is not the easiest and cleanest,  but I was happy to have
something working on my end. So if you have any improvements to the
design/code, please share them with us, so we get a robust and clean
multi-touch implementation working consistent on different platforms.

cheers,
Stephan
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Re: [osg-users] Generating multitouch events

2011-02-03 Thread Stephan Huber
Hi Paul,

please have a look at the thread on osg-submissions where I explain the
details and concepts of multi-touch to Robert:

Am 03.02.11 02:56, schrieb Paul Martz:
 I'm working on a project that needs to generate multitouch events, and I
 have a question about the current (2.9.10) implementation.
 
 There are three main EventQueue methods for adding three different
 multitouch events:
   touchBegan()
   touchMoved()
   touchEnded()
 And their purpose is quite clear from their names.
 
 However, all three of them take a TouchPhase parameter:
 enum TouchPhase {
 TOUCH_UNKNOWN,
 TOUCH_BEGAN,
 TOUCH_MOVED,
 TOUCH_STATIONERY,
 TOUCH_ENDED
 };
 
 It's not clear to me what it would mean if I were to, for example, call
 touchBegan, and pass in TOUCH_ENDED for the phase. This just doesn't
 make sense to specify a phase that contradicts with the type of event
 I'm adding.
 
 I must be misunderstanding the purpose of this interface. If you could
 provide some usage insight I would appreciate it. Thanks!

Ok, I'll try my best: An osg-event encapsulate all touch-points in one
event, so an osg event handler get all touchpoints via one event. From
the system side (IOS) I'll get one event with all touch-points (that
might differ for other multi-touch-implementations).

Here's a real life example:

one finger touch started - one osg-event with touchBegan(TOUCH_BEGAN)
one finger is moving - one osg-event with touchMoved(TOUCH_MOVED)
one finger released - one osg-event with touchEnded(TOUCH_ENDED)

So to make it complicate and to illustrate the usage better:

one finger touch started - one osg-event with touchBegan(TOUCH_BEGAN)
one finger is moving - one osg-event with touchMoved(TOUCH_MOVED)

a second touch is registered, while the other touch-point is still valid:
a new osg-event is created with touchBegan




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Re: [osg-users] Generating multitouch events

2011-02-03 Thread Stephan Huber
Hi Paul,

(sorry for the previous truncated mail, hit the send button by mistake)

please have a look at the thread on osg-submissions where I explain the
details and concepts of multi-touch to Robert:

http://forum.openscenegraph.org/viewtopic.php?t=7137

I hope this helps for getting started. If there are any questions left,
I'll try my best to answer them.

cheers,
Stephan

Am 03.02.11 02:56, schrieb Paul Martz:
 I'm working on a project that needs to generate multitouch events, and I
 have a question about the current (2.9.10) implementation.
 
 There are three main EventQueue methods for adding three different
 multitouch events:
   touchBegan()
   touchMoved()
   touchEnded()
 And their purpose is quite clear from their names.
 
 However, all three of them take a TouchPhase parameter:
 enum TouchPhase {
 TOUCH_UNKNOWN,
 TOUCH_BEGAN,
 TOUCH_MOVED,
 TOUCH_STATIONERY,
 TOUCH_ENDED
 };
 
 It's not clear to me what it would mean if I were to, for example, call
 touchBegan, and pass in TOUCH_ENDED for the phase. This just doesn't
 make sense to specify a phase that contradicts with the type of event
 I'm adding.
 
 I must be misunderstanding the purpose of this interface. If you could
 provide some usage insight I would appreciate it. Thanks!



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Re: [osg-users] Generating multitouch events

2011-02-03 Thread Stephan Huber
Hi Paul,

Am 03.02.11 19:00, schrieb Paul Martz:
 On 2/3/2011 1:34 AM, Stephan Huber wrote:
 (sorry for the previous truncated mail, hit the send button by mistake)

 please have a look at the thread on osg-submissions where I explain the
 details and concepts of multi-touch to Robert:

 http://forum.openscenegraph.org/viewtopic.php?t=7137
 
 Sorry I missed that. (I don't generally search the submissions list for
 design/usage discussion, though I know that type of discussion often
 occurs there, and have been guilty of it myself!)

No problem, perhaps we should add it to the wiki :)

 This quote from you was the key piece of information I needed:
 
 In addition of the TouchData-structure the helper-methods in EventQueue
 simulate for the first touch-point a mouse-PUSH/DRAG/RELEASE with
 button
 1. So, if you are only using one finger, you'll get the same events as
 when using a one-button-mouse (without the MOVE-events and with a
 populated TouchData-object attached to the GUIEventAdapter)
 
 So the apparent confusion over event type and phase is simply to
 facilitate automatic generation of mouse-like events. OK.

There's no specific touch-event-type in osgGA::EventType, the current
implementation uses PUSH for touchBegan, RELEASE for touchEnded and DRAG
for touchMoved. The emulation sets only the mouse-button to the left
button to satisfy all the mouse-centric event-handlers.

 Question: Suppose we have this situation:
  - Touch point 1 starts (we call touchBegan)
  - Touch point 2 starts while point 1 moves (we call touchMoved, with
 different phases for each point)

I'd call touchBegan as a new touch began. (and this is how the
ios-implementation works)

  - Touch point 1 ends but touch point 2 continues to move (we call
 touchEnded, again with different phases for the two points).
  - Touch point 2 continues to move. How do we send this event? Clearly
 we don't call touchMoved because this has nothing to do with mouse
 button 1 (if I understand you correctly).

as it is a touch-moved event I'd call touchMoved (this is how the
ios-implementation works) -- the touch-moved has only one touch-point
attached.

  - Touch point 2 ends -- same question, how do we send that event?

as the particular touch ends, we should call touchEnded with one
touch-point.

I know this sounds all a bit curious. Some background: there a two ways
to handle multiple touch points:
a) a stream of single events, where every event carry the state of one
touch-point.
b) one event with all available touch-points encapsulated in a custom
data-structure

I used b), because it makes it easier to work with multi-touch-events in
the event-handlers as with solution a) you'll need some special events
to signalize the start and the end of a stream of multi-touch-events.
And you'll need some logic, storage and state-handling in your
event-handler, it has to capture all touch-points for a specific frame,
store them and process them, when all touch-events arrived. I thought
that this is too much hassle, and implemented b)

So there's a high chance that you'll get a stream of events like this:

PUSH (1 tp) - DRAG (1 tp) - PUSH (2 tp) - DRAG (2 tp) - RELEASE (2 tp) -
DRAG (1 tp) - RELEASE (1 tp)


 (The whole implicit support for mouse events seems not just confusing
 but unnecessary. Presumably apps that want to emulate the mouse would
 just add mouse events at the time they add multitouch events. Just my
 opinion.)

The only emulation is that the _button-member is set to 1.

Perhaps we should make it optional, so developers can disable this
behavior. It's a nice helper for all the examples, and you'll get single
touch out of the box, and it does not interfere when you do only
multi-touch, as your event-handler should check only for
isMultiTouchEvent() and work with the osgGA::GUIEventAdapter::TouchData.

So the event-handler for multi-touch looks something like this:

switch(ea.getEventType())
{
  case osgGA::GUIEventAdapter::PUSH:
  case osgGA::GUIEventAdapter::DRAG:
  case osgGA::GUIEventAdapter::RELEASE:
if (ea.isMultiTouchEvent())
{
  osgGA::GUIEventAdapter::TouchData* data = ea.getTouchData();
  // check all the touch-points and do something
}
break;
  ...
}

Please note, that this is a first version of the multi-touch-handling,
so we have something we can talk about and find a good solution which
suits other multi-touch-implementations, too. I used the event-handling
on ios-devices as a guideline.

cheers,

Stephan
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Re: [osg-users] [build] cannot build osg on mac os x 10.6.5 with gcc version 4.2.1

2011-01-04 Thread Stephan Huber
Hi,

Am 04.01.11 01:06, schrieb Nikos Yiotis:

 [i]Warning: Could not find plugin to read objects from file 
 Images/land_shallow_topo_2048.jpg.
 View::setUpViewAcrossAllScreens() : Error, no WindowSystemInterface 
 available, cannot create windows.
 Viewer::realize() - failed to set up any windows

Can you set OSG_NOTIFY_LEVEL to a more verbose mode (DEBUG_INFO), to get
some more information why image-loading fails?

What's the value of OSG_WINDOWING_SYSTEM and
OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX in CMake?


cheers,
Stephan
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Re: [osg-users] [osgPlugins] Really Need Help :'( !! About Static Linking With Plugins

2010-12-29 Thread Stephan Huber
Am 29.12.10 11:40, schrieb Laith Dhawahir:

 I'm bulding open scene graph on ipad, and i want ti know how to static 
 linking with obj plugin because iphone/ipad not allow dynmaic lnking.

add the osgdb_obj.a to your project (I am assuming you are using xcode)
and in your main.cpp add a

USE_OSGPLUGIN(obj)

that's IMHO all you have to do.

cheers,
Stephan
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Re: [osg-users] [ANN] MS Kinect - official drivers available

2010-12-14 Thread Stephan Huber
Hi Christian,

Am 14.12.10 12:40, schrieb Christian Buchner:
 1) what is the shortest distance that you can place yourself (or
 objects) in front of the Kinect and get good readings?

the shortest distance is approx 50cm, the longest distance is about
4.5m, it depends on your lighting conditions, after all the kinect
projects a point-grid into the room via infrared. As infrared is part of
the sprectrum emitted by the sun, the kinect works IMHO better  without
direct sunlight :)

 2) is the IR beam safe to the eyes when placing your face in front of
 the sensor at short distance? I am worried about hurting the retina.

I think it is safe, as it's a consumer product and has AFAIK no laser
inside.

cheers,
stephan
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Re: [osg-users] MAC OS-X advise with OSG

2010-12-08 Thread Stephan Huber
Hi,

Am 08.12.10 03:28, schrieb Ted Morris:
 Hi,
 
 I'm a complete newbie with Macs, but I am charged with the task of porting 
 some apps that ran on Win32/64 on the Mac.  In addition, the application lets 
 students create their own dlls that are then opened interactively to test 
 simulation solutions and visualize results. 
 
 I looked at some tutorials for bundling OSG apps with Xcode. My issue is that 
 after I downloaded Xcode it wants MAC OS X 10.6.4 (Snow Leopard) which this 
 (new! MacBook Pro i5) laptop even after the update is still 10.5!. I am 
 beginning to wonder if I am better off going with gnu tools instead?  Should 
 I worry about OSG apps and dylibs compiled/linked on the later OS not running 
 on earlier MAC OS -X versions?

Not sure why your laptop is still on 10.5. After Snow Leopard debuted,
all new laptops were delivered with Snow Leopard aka 10.6.

There should be a xcode-installer on your system-cd. You can download
Xcode 3.1 (which is compatible with Leopard) from
http://connect.apple.com/cgi-bin/WebObjects/MemberSite.woa/wo/7.1.17.2.1.3.3.1.0.1.1.0.3.3.3.3.1
(you'll need a developer account on developer.apple.com)

There's no problem to built apps on Snow Leopard for older systems, just
change the settings in your project-settings file. osg doesn't support
10.4 or older systems.

HTH,
Stephan
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Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-04 Thread Stephan Huber
Hi Tom,

Am 04.12.10 15:51, schrieb Thomas Hogarth:
 Does anyone know of a setting in xcode that might
 disable it.

Are you using the xcodeproject generated by cmake? try deleting the
cmake-cache and reconfigure the project and crate a new xcode-project.

I can't reproduce your error on my side.

cheers,
Stephan
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Re: [osg-users] OSG on iPhone (size?)

2010-12-02 Thread Stephan Huber
Hi,

Am 02.12.10 03:54, schrieb Chris 'Xenon' Hanson:

 I don't know if you can static link on iOS, or how you would go about doing 
 it.

For now static linking is the only way on IOS. So the lib sizes do not
matter, as only needed code get linked into the app. And: most of the
time I am only using OpenThreads, osg, osgDB, osgGA, osgUtil and
osgViewer, you don't have to include all libs.

One of my osg based iphone apps is about 20 MB which utilize some of the
osg libs, and some of my own libs.

cheers,

Stephan
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Re: [osg-users] FBOs and iOS (iPad/iPhone)

2010-11-20 Thread Stephan Huber
Hi Tom,

Am 20.11.10 18:02, schrieb Thomas Hogarth:
 Hi Stephan
 
 I've got round to looking at the new changes, I've got one altered CMake
 file (root one) just needed to default the windowing system to IOS. Other
 issue is that I'm getting a crash on line 1056 of RenderStage.cpp. Think the
 graphicsContext is null or something. I'll have a play but could you send me
 your test app incase i'm missing something.

I submitted a bugfix for this crash on 11-19-10, any chance you updated
your working-copy earlier?

https://github.com/stmh/osg/commit/51c6f49c1811f11d7ce032e74008fc70ea2165d6

cheers,
Stephan
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Re: [osg-users] FBOs and iOS (iPad/iPhone)

2010-11-17 Thread Stephan Huber
Hi Robert,

Am 17.11.10 10:00, schrieb Robert Osfield:

 I note that you have been using the name IPhone in naming of the
 GraphicsWindowIPhone, now that Apple have generalised the iPhone OS to
 be iOS, I would suggest changing the names of the various
 methods/classes/files to reflect the name iOS rather than iPhone.

Yeah, this code is still from days, where no other iOS devices were
known. Apple is using the Term IPHONE for their conditional defines,
too. But you are right, I'll refactor the code/files.

cheers,
Stephan
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Re: [osg-users] FBOs and iOS (iPad/iPhone)

2010-11-16 Thread Stephan Huber
Hi Robert,

Am 16.11.10 17:51, schrieb Robert Osfield:
 I wonder if the FBO Id for the iOS GraphicsContext could be stored in
 the GraphicsContext and when it's non zero have rendering backend pick
 up on the fact that the GraphicsContext isn't an ordinary graphics
 context but really just a FBO and then have the rendering backend use
 the FBO id to re-enabling it after rendering to the RTT FBO's.
 
 Thoughts?

Sounds like a good solution for the problem and it will work with
multiple contexts. I'll implement it and report back/ send it to
osg-submission.

cheers,
Stephan
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Re: [osg-users] How to get a working 64 bit build on Snow Leopard?

2010-11-11 Thread Stephan Huber
Hi,

I did a test with current svn and with the following settings:

 OSG_WINDOWING_SYSTEM to Cocoa
 OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX to imageio
 CMAKE_OSX_SYSROOT = /Developer/SDKs/MacOSX10.6.sdk

it compiled fine and osgviewer is working as expected even in 64bit.

What version of osg are you trying to build? Are the
GraphcisWindowCocoa-files part of the xcode-project?

cheers,
Stephan

Am 11.11.10 20:13, schrieb Luigi Calori:
 Hi everybody, I' m trying to build OSG under
 
 Mac OS X 10.6.4   using 64 bit Xcode based build (cmake generated)
 
 The compilation goes well apart from QT problems.
 
 when running osgviewer I got the same error reported in this thread:
 
 View::setUpViewAcrossAllScreens() : Error, no WindowSystemInterface
 available, cannot create windows.
 Viewer::realize() - failed to set up any windows
 View::setUpViewAcrossAllScreens() : Error, no WindowSystemInterface
 available, cannot create windows.
 Viewer::realize() - failed to set up any windows
 
 I set up cmake as suggested:
 
 OSG_WINDOWING_SYSTEM to Cocoa and
 OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX to imageio
 
 Someone has succeeded in this?
 
 I am really a complete newbie on OSX ... sigh
 
 I had some system reporting:
 
  System Version:Mac OS X 10.6.4 (10F569)
  Kernel Version:Darwin 10.4.0
  Boot Volume:Macintosh HD 106
  Boot Mode:Normal
  Computer Name:Luigi Calori’s MacBook
  User Name:OSGVPlugin Devel (osgvplugin)
  Secure Virtual Memory:Enabled
  64-bit Kernel and Extensions:No
 
 can the last line have something to do with the error?
 
 I thought snow leopard was ready for 64 development, do I need to set
 something to allow running 64 bits app?
 
 Really thanks a lot in advance
 
 
 
 On 03/02/2010 17.38, Stephan Maximilian Huber wrote:
 Am 03.02.10 16:13, schrieb Butler, Lee Mr CIV USA USAMC:
 I'm trying to get a good 64bit build on Snow Leopard.

 What I've done so far:

 Per some other forum comments, I've commented out the build of
 quicktime components in CMakeLists.txt.
 No need for that, see below.

 When running ccmake, I've set the architecture to x86_64.

 This resulted in a clean compile, but osgviewer could not run.  It
 complained it couldn't find any windowing system to use.

 Can anyone tell me what steps are necessary?  I've got an application
 I really need to get running 64bit on the Mac.  It builds and works
 fine elsewhere or in 32bit mode on the Mac.

 Make sure you have set
 OSG_WINDOWING_SYSTEM to Cocoa and
 OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX to imageio in cmake, this should take
 care of everything. Generate your project and rebuild.


 cheers,
 Stephan
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Re: [osg-users] Render to texture for IPhone

2010-10-27 Thread Stephan Huber
Hi,

Am 22.10.10 05:47, schrieb Thomas Hogarth:
 I'm gonna continue digging but would really appreciate if you could lend a
 hand. Once this is working I think we have the full set of features I
 commonly use in OSG all working for IPhone.

I tried some stuff to get FBOs working on the iPhone, but I did not
succeed (tried only ES 1.1). I think, there's a tiny little bit missing
to get it working ... Perhaps it has something to do with glDrawBuffers
not available on OpenGL ES.


Did you get it working?

cheers,
Stephan
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Re: [osg-users] OSG on IPhone

2010-10-22 Thread Stephan Huber
Hi Ulrich,

Am 22.10.10 04:32, schrieb Ulrich Hertlein:
 This should work, too:
 git clone git://github.com/stmh/osg.git
 git pull origin iphone
 
 This is giving me a heap of conflicts (on a clean checkout/clone) along the 
 lines of
 From git://github.com/stmh/osg
  * branchiphone - FETCH_HEAD
 CONFLICT (rename/delete): Rename
 IPhone_Project/osgPlugins/imageio/ReaderWriterImageIO.cpp-src/osgPlugins/imageio/ReaderWriterImageIO_IPhone.cpp
 in b79883a69545f82a573ec8aaa350262b3dedf4b1 and deleted in HEAD
 CONFLICT (delete/modify): IPhone_Project/OSGIPhone.xcodeproj/hogbox.mode1v3 
 deleted in
 HEAD and modified in b79883a69545f82a573ec8aaa350262b3dedf4b1. Version
 b79883a69545f82a573ec8aaa350262b3dedf4b1 of
 IPhone_Project/OSGIPhone.xcodeproj/hogbox.mode1v3 left in tree.
 CONFLICT (delete/modify): IPhone_Project/OSGIPhone.xcodeproj/hogbox.pbxuser 
 deleted in
 HEAD and modified in b79883a69545f82a573ec8aaa350262b3dedf4b1. Version
 b79883a69545f82a573ec8aaa350262b3dedf4b1 of
 IPhone_Project/OSGIPhone.xcodeproj/hogbox.pbxuser left in tree.
 ...
 
 The 'git clone, git branch, git checkout' that Florian described above works 
 however...
 
 (I absolutely haven't got my head around git at all yet, so this might be a 
 case of user
 error.)
 
 Or am I using the wrong repository?

No the repo is fine. My experience with git is also limited and I did
some mistakes when checking stuff into the master-branch in the past.

(I did a git push origin master from my iphone-branch which pushed the
iphone-related stuff into the master-branch. After I realized my fault,
I couldn't revert the change, so I deleted the iPhone-specific stuff
from this branch. I am still looking for a way to reset the master
branch to a specific version on github.)

Be sure to pull into the right branch e.g.

git clone git://github.com/stmh/osg.git
cd osg
#switch to the iphone-branch
git checkout iphone
#pull new changes
git pull origin iphone


cheers,
Stephan
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Re: [osg-users] Render to texture for IPhone

2010-10-20 Thread Stephan Huber
Hi Tom,

Am 20.10.10 17:53, schrieb Thomas Hogarth:
 To save me a little time would you mind explaining to me how the FBOs are
 binded to the current context? I.e. is it something the Viewer needs to
 handle, as I don't see platform specific implementations of FBOs

perhaps all you have to do is this:

replace #define LOAD_FBO_EXT .. in FrameBufferObject.cpp (around line 42)

with

#if defined(OSG_GLES1_AVAILABLE)
#define LOAD_FBO_EXT(name) setGLExtensionFuncPtr(name, (#name), (
std::string(#name)+std::string(OES) ).c_str() )
#else
#define LOAD_FBO_EXT(name) setGLExtensionFuncPtr(name, (#name), (
std::string(#name)+std::string(EXT) ).c_str() )
#endif

Do you have a simple demo cpp to test this issue?

cheers,
Stephan
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Re: [osg-users] [osgPlugins] bus error when reading PNG data from stream for new plugin

2010-10-11 Thread Stephan Huber
Hi,

Am 11.10.10 23:48, schrieb Thomas Dickerson:
 
 Ulrich Hertlein wrote:

 A stack trace is usually helpful, as it would tell you where (in what 
 function) the crash
 occurred.  To that effect, it does not need to be interactive.

 As Stephan already said, any additional information is helpful (your 
 original mail didn't
 have a lot of that).
 
 This is good to know for the next time I run into a problem, thanks.
 
  
 Maybe the QT reader is buggy in the stream-reading path.
 
 This seems to have been the case. I set up the ReaderWriterPNG class to 
 directly include libpng and libz in its own source (not a clean solution, but 
 for relatively small libraries like that it seemed easier than mucking about 
 with include/link directory settings in 3 different IDEs), and added support 
 for the istreampng file extension, so that I had an easy way to make sure 
 it superceded any of the default plugins that (claim to) support reading a 
 png from stream. It seems to be working at the moment, but if anyone has 
 suggestions for a less hacky solution, that would be appreciated.

The quicktime plugin can handle input from streams but needs some
assistance, as it can read a LOT of image-formats. It needs a mime-type
/ file-extension and a size of bytes to read from the stream. The
options-strings for osg::Options are: FILENAME and SIZE.

To build the png-plugin just open cmake, and make sure, that the paths
to the png-headers and lib are correct, then generate new project-files.

To preload the png-plugin:

osgDB::Registry::instance()-loadLibrary(png); // or osgdb_png, not
sure right now.

cheers,
Stephan
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Re: [osg-users] GLU integration

2010-10-06 Thread Stephan Huber
Hi Robert,

on OS X I get a lot of compile errors in mipmap.cpp:

/Users/hudson/.hudson/jobs/osg.current/workspace/osg/src/osg/glu/libutil/mipmap.cpp:3532:0
/Users/hudson/.hudson/jobs/osg.current/workspace/osg/src/osg/glu/libutil/mipmap.cpp:3532:
error: invalid conversion from 'void*' to 'GLushort*'


/Users/hudson/.hudson/jobs/osg.current/workspace/osg/src/osg/glu/libutil/mipmap.cpp:3534:0
/Users/hudson/.hudson/jobs/osg.current/workspace/osg/src/osg/glu/libutil/mipmap.cpp:3534:
error: invalid conversion from 'void*' to 'GLushort*'


/Users/hudson/.hudson/jobs/osg.current/workspace/osg/src/osg/glu/libutil/mipmap.cpp:7394:0
/Users/hudson/.hudson/jobs/osg.current/workspace/osg/src/osg/glu/libutil/mipmap.cpp:7394:
error: invalid conversion from 'void*' to 'GLushort*'


/Users/hudson/.hudson/jobs/osg.current/workspace/osg/src/osg/glu/libutil/mipmap.cpp:7396:0
/Users/hudson/.hudson/jobs/osg.current/workspace/osg/src/osg/glu/libutil/mipmap.cpp:7396:
error: invalid conversion from 'void*' to 'GLushort*'


/Users/hudson/.hudson/jobs/osg.current/workspace/osg/src/osg/glu/libutil/mipmap.cpp:7905:0
/Users/hudson/.hudson/jobs/osg.current/workspace/osg/src/osg/glu/libutil/mipmap.cpp:7905:
error: invalid conversion from 'const void*' to 'const GLubyte*'


/Users/hudson/.hudson/jobs/osg.current/workspace/osg/src/osg/glu/libutil/mipmap.cpp:7905:0
/Users/hudson/.hudson/jobs/osg.current/workspace/osg/src/osg/glu/libutil/mipmap.cpp:7905:
error:   initializing argument 4 of 'void halveImage_ubyte(GLint,
GLuint, GLuint, const GLubyte*, GLubyte*, GLint, GLint, GLint)'


/Users/hudson/.hudson/jobs/osg.current/workspace/osg/src/osg/glu/libutil/mipmap.cpp:7905:0
/Users/hudson/.hudson/jobs/osg.current/workspace/osg/src/osg/glu/libutil/mipmap.cpp:7905:
error: invalid conversion from 'void*' to 'GLubyte*'


etc.

Any hints how to fix this?

cheers,
Stephan



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[osg-users] osgText/Text.cpp compile fails for OpenGL ES

2010-10-03 Thread Stephan Huber
Hi all,

Current trunk can't be compiled for OpenGL ES as glPushAttrib and
glPopAttrib is not available, which is used in osgText/osgText.cpp.

I guarded the block of code with some defines, but this will break the
functionality. What's the best way to fix this?

cheers,
Stephan
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[osg-users] crash when using osg::observer_ptr and OPENTHREADS_ATOMIC_USE_MUTEX

2010-10-03 Thread Stephan Huber
Hi all,

I am porting my code to the iphone and I am experiencing crashes, as my
code uses osg::observer_ptr. My code works without problems on Mac and
Windows, so I suspect that the fault is not in my code.

To isolate the problem a little bit more, I coded the following simple
example:

class MyTest : public osg::Referenced {
public:
MyTest(osg::Referenced* ref) : osg::Referenced(), _ref(ref) {}

void check() {
if (_ref.valid())
{
std::cout  ref is valid  std::endl;
} else {
std::cout  ref is invalid  std::endl;
}
}

private:
osg::observer_ptrosg::Referenced _ref;
};


void test_observer()
{
osg::ref_ptrosg::Referenced ref = new osg::Referenced();
osg::ref_ptrMyTest mytest = new MyTest(ref);

// shows ref is valid
mytest-check();

ref = NULL;

// shows ref is invalid
mytest-check();

// crashes in the d'tor
mytest = NULL;
}


wenn calling test_observer I get a crash at the line mytest = NULL,
here's the stack-trace:

#0  0x000540f7 in OpenThreads::ScopedLockOpenThreads::Mutex::ScopedLock
at ScopedLock:31
#1  0xad0b in osg::Referenced::unref at Referenced:185
#2  0x00072634 in osg::ref_ptrosg::ObserverSet::~ref_ptr at ref_ptr:35
#3  0x00072651 in osg::observer_ptrosg::Referenced::~observer_ptr at
observer_ptr:70
#4  0x00072912 in MyTest::~MyTest at osgAppDelegate.mm:21
#5  0x00027fa5 in osg::Referenced::signalObserversAndDelete at
Referenced.cpp:319
#6  0xad7d in osg::Referenced::unref at Referenced:198
#7  0x00072757 in osg::ref_ptrMyTest::operator= at ref_ptr:58
#8  0x00071915 in test_observer at osgAppDelegate.mm:53

inspecting the _refMutex it seems it points to a random memory address.

As I compiled osg for the iPhone there's a chance, that the defines are
not correctly, for reference here's

OpenThreads/Config

#ifndef _OPENTHREADS_CONFIG
#define _OPENTHREADS_CONFIG
#define OT_LIBRARY_STATIC
#include AvailabilityMacros.h

#define _OPENTHREADS_ATOMIC_USE_MUTEX

//static link required on IPhone
#define OT_LIBRARY_STATIC


/* #undef _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS */
/* #undef _OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS */
/* #undef _OPENTHREADS_ATOMIC_USE_SUN */
/* #undef _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED */
/* #undef _OPENTHREADS_ATOMIC_USE_MUTEX */

#endif


and osg/Config:

#ifndef OSG_CONFIG
#define OSG_CONFIG 1

//static link needed on IPhone
#define OSG_LIBRARY_STATIC

#define OSG_USE_FLOAT_MATRIX
/* #undef OSG_USE_FLOAT_PLANE */
#define OSG_USE_FLOAT_BOUNDINGSPHERE
#define OSG_USE_FLOAT_BOUNDINGBOX
#define OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION
/* #undef OSG_USE_UTF8_FILENAME */
#define OSG_DISABLE_MSVC_WARNINGS

/* #undef OSG_GLU_AVAILABLE */
/* #undef OSG_GL1_AVAILABLE */
/* #undef OSG_GL2_AVAILABLE */
/* #undef OSG_GL3_AVAILABLE */
#define OSG_GLES1_AVAILABLE
/* #undef OSG_GLES2_AVAILABLE */


/* #undef OSG_GL_DISPLAYLISTS_AVAILABLE */
#define OSG_GL_MATRICES_AVAILABLE
#define OSG_GL_VERTEX_FUNCS_AVAILABLE
#define OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE
#define OSG_GL_FIXED_FUNCTION_AVAILABLE

#endif


Any help is greatly appreciated,

Stephan
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Re: [osg-users] IPhone retina displays

2010-09-29 Thread Stephan Huber
Hi Tom,

Am 29.09.10 02:43, schrieb Thomas Hogarth:
 Good news on this
 
 All seems to be working, I've also improved
 the IPhoneWindowingSystemInterface to handle true resolutions and multiple
 screens. So on IPad we should now be able to set a window to an external
 screen and also change the res of the screen (I don't have an IPad though so
 needs testing, but should work, gulp :) )
 
 In the end I've gone for the approach of IPhoneWindowingSystemInterface
 providing the actual pixel res of the screen. Then by default if the user
 does not set a viewContentScaleFactor in their windowData, the screens
 scaleFactor is used. This means the default context created by osg viewer
 will always be full pixel res and the window will be full points res. This
 was so that I didn't have to create a context of a different size to that
 requested by default.
 
 If the user needs backward compatibility they have to set the traits width
 and height themselves and set the windowData viewContentScaleFactor to 1.0.
 
 I still need to do a bit of testing as I think my objective c code is
 leaking but I'll get the changes checked in asap.


Wow, nice work, I am eager to test your new code on the ipad with an
external display.

I added yesterday support for MSAA to GraphicsWindowIPhone, it's
available when you setup your base sdk to a version = 4.0 and set the
GraphicsContext::Traits accordingly.

cheers,
Stephan
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Re: [osg-users] [osg-submissions] QTKit plugin checked in, OSX users please test ; -)

2010-09-28 Thread Stephan Huber
Hi Eric,
Am 27.09.10 19:28, schrieb Eric Wing:

 There are some other QTKit changes in Snow Leopard. It is now
 possible to display one QuickTime movie object in multiple views or
 layers. Due to changes with QuickTime X, the attributes
 QTMovieCurrentSizeAttribute and QTMovieSizeDidChangeNotification have
 been deprecated. Their replacements are called
 QTMovieNaturalSizeAttribute (to get “authored” size) and
 QTMovieNaturalSizeDidChangeNotification.
 
 I believe his notes are correct. I think you want
 QTMovieSizeDidChangeNotification and not QTMovieEditedNotification in
 your fix.

Hm, I am a bit lost... I copied the code from
http://developer.apple.com/library/mac/#documentation/Cocoa/Conceptual/QTKitApplicationTutorial/CustomizingtheMediaPlayerApplication/CustomizingtheMediaPlayerApplication.html
(search for QTMovieNaturalSizeDidChangeNotification)

I'll try your suggestion later this day and report back


cheers,
Stephan



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Re: [osg-users] IPhone retina displays

2010-09-26 Thread Stephan Huber
Hi Tom,

Am 25.09.10 14:13, schrieb Thomas Hogarth:

 So finally got hold of an IPod 4th gen which has the new retina display with
 a res of 640x960. It does cause a bit of an issue with the iphone port of
 osg however.
 
 For backwards compatibility reasons iOS uses points (not pixels) for it's ui
 sizes. The point res of the screen is still 320x640 and is auto scaled up to
 fit the new higher res screen. See link below
 
 http://developer.apple.com/library/ios/documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/SupportingResolutionIndependence/SupportingResolutionIndependence.html#//apple_ref/doc/uid/TP40007072-CH10-SW11
 
 
 So the above states that setting the views content scale factor to two
 causes the opengl buffers to be made at the true pixel size of the screen.
 So in essence the new IPhone has a screen with two resolutions but you can't
 change the res on the fly only change how the uikit treats your content.
 
 
 So  essentially because of the way it works the user needs to opt in for one
 of the resolutions (so we know how to set the scale factor). The easiest way
 to do this I thought would be to treat it as if there are two screens one of
 320x640 and one of 640x960 (IPad can also have external displays). Then the
 user can select which one with the graphics traits screenNum value. This
 will work but I'm not sure which should be the default res/screen. 320x640
 would be best for backward compatibility but the usual behaviour is to have
 the true res as the default, right?

Another approach would be to use the WindowData-class to transport the
scale-factor to the view-creation code. I went this route to disable the
autorotation of the view. I think this is cleaner than adding a
virtual screen, which gets complicated, as the iPhone supports IMHO
external displays or an new iPad with retina-display gets available.

Perhaps we can query the scale-factor and apply it to the view when not
specified otherwise.

Unfortunately I don't have a device with retina display, so can't do any
tests.

just me 2 cents,

cheers,
Stephan

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Re: [osg-users] IPhone retina displays

2010-09-26 Thread Stephan Huber
Hi Tom,

Am 26.09.10 18:52, schrieb Thomas Hogarth:

 Is it best for me to send my whole git repository to you or just the files
 i've changed?

just send me the modified files, that's easier I think. Perhaps you can
fork the repository on github and commit your changes to your repository
and send the changeset to me via github, I think this is called
pull-request on github, then I can review your changes and merge them,

cheers,

Stephan

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Re: [osg-users] osgGA modifications for IPhone and other

2010-09-16 Thread Stephan Huber
Hi Tom,

Am 14.09.10 22:05, schrieb Thomas Hogarth:
 Looks ace Stephan
 
 I've not had a chance to checkout your osgGA changes yet, but now I can't
 wait. Also nice to see it's been tested on the IPad, I've only got an IPod
 touch so the testing has been pretty limited. I'm getting and IPod touch 4th
 gen this week so I can finally use gles 2.0, it's less then £200 so decent
 mobile AR is now looking promising :).
 
 I'll check out your changes (those include my cmake stuff right?) and have a
 play, but by the look of things you've done it already, nice one.

Yeah, your changes are included (hopefully). I added support for
changing the orientation (flip the ipad/iphone to landscape and back,
you can disable this, if you set the
GraphicsContext::Traits::supportsResize to false) and added a
MultiTouchTrackballManipulator, which has still some minor bugs.

Here's another video ;-) http://vimeo.com/15017377


cheers,
Stephan
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Re: [osg-users] osgGA modifications for IPhone and other stuff

2010-09-13 Thread Stephan Huber
Hi,

just a short follow-up: The new code works nicely, here's a small demo
video (just crosslines for every touch-point):

http://vimeo.com/14938178

cheers,

Stephan
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Re: [osg-users] osgGA modifications for IPhone and other stuff

2010-09-12 Thread Stephan Huber
Hi Thomas,

Am 11.09.10 22:56, schrieb Thomas Hogarth:
 Hi Stephan and everyone else
 
 I've been thinking a little about multi touch support for osgGA for use with
 IPhones and other multi touch devices. I've got a few things I'd like others
 thoughts on before beginning.
 
 -Firstly do we treat multi touch inputs as completely separate event types,
 or do we have an array for each of the mouse event variables and treat them
 as if there were multiple mice?

I'd say, we'll use the the exisiting event-types , push, drag, release
for touch-events. What is needed is a touch-id-variable to differentiate
between multiple touches at the same time. So we have basic
compatibility to old code and do not bloat the GUIEventAdapter-class too
much, only adding one int. We can even use the _button-property of
EventAdapter. (that's my current approach)

As different multi-touch-devices have different limits (some can handle
2 simultaneous touches only, some others up to 11 (e.g. the iPad)) I'd
say, that we should not limit the number of simultanous touches.

Perhaps we'll need some higher class which saves the states of different
touches and their locations, so it's easier to query for the touches and
their positions, this can be a custom event-handler baseclass.

 -Do we also add support for the other input devices that are now becoming
 common place?
 -Accelerometers
 -3 Axis gyros

Personally I handle these types of input with a derived
eventadapter-class which stores the additional data, and can be queried
by a custom event handler.

perhaps it would be a good idea to add an additional variable to the
event-adapter class to differentiate between multiple user-event-types.


I started coding the integration of multi-touch-events into osgGA, you
can have a look at the changeset at:
http://github.com/stmh/osg/commit/f906fc15737fa7af6a179534168d09820cab639d
(no manipulator yet)


just my 2 cents.

cheers,

Stephan

Bytheway: I comitted your cmake integration to the git-repository at
http://github.com/stmh/osg
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Re: [osg-users] OSG on IPhone

2010-07-27 Thread Stephan Huber
Hi Florian,

Am 23.07.10 18:25, schrieb Florian Kolbe:
 Hi,
   I am very delighted to see that the porting is making progress, and I would 
 like to contribute. Here are my experiences so far:
 
 I did the following to get the code:
 
 
 Code:
 git clone http://github.com/stmh/osg.git
 cd osg
 git branch -a
 git checkout remotes/origin/iphone

i am by no means a git expert, I used the tutorial at
http://www.openscenegraph.org/projects/osg/wiki/Downloads/GIT to get the
source.

This should work, too:
git clone git://github.com/stmh/osg.git
git pull origin iphone


 2. The XCode Project is referencing files from osgIntrospection which are all 
 missing?

I removed them, as osgIntrospection is deprecated.

 3. Can it be built for the Simulator? Trying to build for Simulator 4.0 I get 
 compile errors apparently because struct stat64 is unknown. There is some 
 logic whether to #define stat64 stat but it seems to fail? (using 10.4)

Yes, my test builds for the simulator went fine. Don't know, what the
problem is. What system are you using for development, what
xcode-version etc.?

The mentioned code compiles cleanly on my end.

 4. Project tries to build freetype Plugin. 
 
 Code:
 osg.git/osg/IPhone_Project/../src/osgPlugins/freetype/FreeTypeFont.h:19:0 
 Ft2build.h: No such file or directory in 
 /Users/fke/osg.git/osg/IPhone_Project/../src/osgPlugins/freetype/FreeTypeFont.h
 
 
 The file IPhone_Project/3rdParty/lib/libFreeType_iphone_universal.a is there 
 and 3rdparty/include/freetype2 also, but there seems to be a problem with 
 wrong case? The file in the repository is: ft2build.h (but include-Statement 
 says: Ft2build.h).

I did a file-wide search, and all includes are referring to
ft2build.h, I can't reproduce your problem on my end.

 A. Is there a publically available issue tracker for OSG and/or OSG on iOS ?

Not yet. Just use this list for reporting bugs and issues, as the demand
for an iphone-port is relative low.

 B. Should we open a List (in terms of forum structure) specifically for iOS 
 support?

If the traffic increases perhaps yes.

 C. How is the process for submitting code changes to the iOS branch? 

As I am currently maintaining this fork alone, feel free to send them to
me (as whole files, see the osg-submissions-protocol on the website).

I haven't wrapped my head around git and github enough, but there's a
good chance that you can fork the osg repository, apply the patches and
send them back to me to integrate them into the repository in an
automated way. Perhaps someone with more knowledge can shed some light here.

I am currently busy with other projects, and I am doing the work on the
iphone-part only in my spare-time, so I am making less progress as I
want on this end.

cheers,

Stephan
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Re: [osg-users] cmake errors with 2.9.8

2010-07-17 Thread Stephan Huber
Hi,

Am 16.07.10 16:43, schrieb Jean-Sébastien Guay:
 But if what Stephan says is true, then it means that even if guarded by
 an IF(APPLE) the parser will choke on the FRAMEWORK keyword so it won't
 work...

I was wrong, there are two occurances of the FRAMEWORK-keyword. One is
guarded, the other not. AFAIK it is safe to remove the unguarded
FRAMEWORK line completely as it is redundant.

I'll try it, but recompiling all the stuff needs some time.

I'll come back later and report back :)

cheers,
Stephan
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Re: [osg-users] cmake errors with 2.9.8

2010-07-17 Thread Stephan Huber
Hi,

Am 17.07.10 11:12, schrieb Stephan Huber:
 I was wrong, there are two occurances of the FRAMEWORK-keyword. One is
 guarded, the other not. AFAIK it is safe to remove the unguarded
 FRAMEWORK line completely as it is redundant.
 
 I'll try it, but recompiling all the stuff needs some time.


Attached you'll find a fixed version of ModulInstall.cmake. Hopefully it
works for old CMake-versions. I removed the offending line, and the
compile went fine on my end.

@Robert: this submission is based on the fix for the bug reported by
Philip Lamb regarding framework-versioning, which is not part of
osg-trunk yet. Please apply my previous submission from 07/13/10 first,
and then this file.

Cheers,
Stephan
# INSTALL and SOURCE_GROUP commands for OSG/OT/Producer Modules

# Required Vars:
# ${LIB_NAME}
# ${LIB_PUBLIC_HEADERS}

SET(INSTALL_INCDIR include)
SET(INSTALL_BINDIR bin)
IF(WIN32)
SET(INSTALL_LIBDIR bin)
SET(INSTALL_ARCHIVEDIR lib)
ELSE()
SET(INSTALL_LIBDIR lib${LIB_POSTFIX})
SET(INSTALL_ARCHIVEDIR lib${LIB_POSTFIX})
ENDIF()

SET(HEADERS_GROUP Header Files)

SOURCE_GROUP(
${HEADERS_GROUP}
FILES ${LIB_PUBLIC_HEADERS}
)

IF(MSVC AND OSG_MSVC_VERSIONED_DLL)
HANDLE_MSVC_DLL()
ENDIF()

INSTALL(
TARGETS ${LIB_NAME}
RUNTIME DESTINATION ${INSTALL_BINDIR} COMPONENT libopenscenegraph
LIBRARY DESTINATION ${INSTALL_LIBDIR} COMPONENT libopenscenegraph
ARCHIVE DESTINATION ${INSTALL_ARCHIVEDIR} COMPONENT libopenscenegraph-dev   
 
)

IF(NOT OSG_COMPILE_FRAMEWORKS)
INSTALL (
FILES${LIB_PUBLIC_HEADERS}
DESTINATION ${INSTALL_INCDIR}/${LIB_NAME}
COMPONENT libopenscenegraph-dev
)
ELSE()
SET(CMAKE_BUILD_WITH_INSTALL_RPATH TRUE)
SET(CMAKE_INSTALL_RPATH ${OSG_COMPILE_FRAMEWORKS_INSTALL_NAME_DIR})

SET_TARGET_PROPERTIES(${LIB_NAME} PROPERTIES
 FRAMEWORK TRUE
 FRAMEWORK_VERSION ${OPENSCENEGRAPH_SOVERSION}
 PUBLIC_HEADER  ${LIB_PUBLIC_HEADERS}
 INSTALL_NAME_DIR ${OSG_COMPILE_FRAMEWORKS_INSTALL_NAME_DIR}
)
# MESSAGE(${OSG_COMPILE_FRAMEWORKS_INSTALL_NAME_DIR})
ENDIF()
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Re: [osg-users] cmake errors with 2.9.8

2010-07-16 Thread Stephan Huber
Hi,

Am 16.07.10 11:03, schrieb Robert Osfield:
 Guarding the FRAMEWORK keyword sounds like the sensible thing to do,
 it's a bit of pain, but it would allow those using cmake out of the
 box on older OS spins to keep working.

what I don't understand is:

AFAIK the FRAMEWORK is guarded by the OSG_COMPILE_FRAMEWORKS-flag ala

IF(NOT OSG_COMPILE_FRAMEWORKS)
  // link as dynamic libs
ELSE()
  // link as framework with FRAMEWORK-directive
ENDIF()

So another if(APPLE)-guard would not help, as the parser is choking
about FRAMEWORK, isn't it?

Confused,
Stephan
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Re: [osg-users] Compiling on Snow Leopard, problem with GDAL

2010-07-12 Thread Stephan Huber
Hi,

Am 12.07.10 16:46, schrieb Alejandro Aguilar Sierra:
 Why it is trying to compile for PPC in an Intel architecture?

osg tries to build universal libs on mac os x. Set
CMAKE_OSX_ARCHITECTURES according to your needs and do a recompile.

cheers,
Stephan

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