Re: [osg-users] [build] Openscene Graph API

2016-06-13 Thread Dave Sargrad
Hi,

I've got graphviz installed now, and recognized by cmake. I also now see a 
partial set of documentation in build/docs/OpenscenegraphReferenceDocs.

Perhaps I need to rebuild the entire system again to get a complete set.

The partial set seems to have just the File list. The per-class API that one 
would typically expect in such doxygen documentation is completely missing.

I'll kick off a clean build from scratch and see if that gives me something 
more reasonable.

Cheers,
Dave

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[osg-users] [build] Openscene Graph API

2016-06-12 Thread Dave Sargrad
Hi,

I've attempted to turn on building out the documentation. Doxygen is installed, 
however I have not installed the Graphviz DOC module.

The solution seems to build the documentation project:


Code:
1>-- Skipped Build: Project: doc_openscenegraph, Configuration: Debug x64 
--
1>Project not selected to build for this solution configuration 
2>-- Skipped Build: Project: doc_openthreads, Configuration: Debug x64 
--
2>Project not selected to build for this solution configuration 
3>-- Skipped Build: Project: uninstall, Configuration: Debug x64 --
3>Project not selected to build for this solution configuration 
4>-- Skipped Build: Project: INSTALL, Configuration: Debug x64 --
4>Project not selected to build for this solution configuration 
== Build: 0 succeeded, 0 failed, 266 up-to-date, 4 skipped ==



However, the OpenSceneGraphReferenceDocs folder within the build and install 
area does not have anything more than a simple icon.

Is the Graphviz DOC module required in order to build out the documentation 
set? If so, what is the best way to get this for a windows platform?

Thank you!

Cheers,
Dave

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[osg-users] [build] Link Problems Arise After CMAKE (despite not changing much in CMAKE)

2016-06-12 Thread Dave Sargrad
Hi,

The build problem I have happens to me quite frequently. In this particular 
case, I returned to CMAKE to turn on doxygen documentation. I regenerated, the 
solution (no other changes were made in CMAKE), and then rebuilt the solution. 
I saw the following errors arise. I shutdown windows to make sure that I didnt 
have a folder open that would prevent writing a file. I also rebooted (hoping 
that would help).  This has happened to me in the past, and each time I delete 
my build/install directories, and do a clean build from scratch, and then all 
is fine.


Code:
>-- Build started: Project: osgManipulator, Configuration: Debug x64 --
9>-- Build started: Project: osgUI, Configuration: Debug x64 --
7>LINK : fatal error LNK1104: cannot open file '..\..\..\..\lib\osgShadowd.lib'
8>LINK : fatal error LNK1104: cannot open file '..\..\lib\osgViewerd.lib'
10>-- Build started: Project: osgWidget, Configuration: Debug x64 --
6>LINK : fatal error LNK1104: cannot open file 
'..\..\..\..\lib\osgParticled.lib'
9>LINK : fatal error LNK1104: cannot open file '..\..\lib\osgViewerd.lib'
11>-- Build started: Project: osgAnimation, Configuration: Debug x64 --
12>-- Build started: Project: Examples osgatomiccounter, Configuration: 
Debug x64 --
10>LINK : fatal error LNK1104: cannot open file '..\..\lib\osgViewerd.lib'
13>-- Build started: Project: Examples osgautocapture, Configuration: Debug 
x64 --
12>LINK : fatal error LNK1104: cannot open file '..\..\lib\osgViewerd.lib'
13>LINK : fatal error LNK1104: cannot open file '..\..\lib\osgViewerd.lib'
14>-- Build started: Project: osgPresentation, Configuration: Debug x64 
--
11>LINK : fatal error LNK1104: cannot open file '..\..\lib\osgViewerd.lib'
15>-- Build started: Project: Examples osgautotransform, Configuration: 
Debug x64 --



Do you have a suggestion relative to what I might look for to solve this? I 
hate having to rebuild the entire solution on a clean slate when this occurs.


Thank you in advance!

Cheers,
Dave

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Re: [osg-users] [build] How does the solution build determine whether or not to compile a plugin

2016-06-12 Thread Dave Sargrad
Thank You Sir.

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Re: [osg-users] [build] How does the solution build determine whether or not to compile a plugin

2016-06-11 Thread Dave Sargrad
Hi,
I've discovered that you can turn on CMKAKE diagnostics to see if SETUP_PLUGIN 
is being called. Is it true that if you see an entry indicating that 
SETUP_PLUGIN has been called then that plugin should be placed into the 
solution for build? Or are there other factors that would cause a plugin not to 
be included within the solution? Where do I look in the build chain to 
determine whether or not the plugin has indeed been placed into the solution 
for build?


Code:
in -->SETUP_PLUGIN<-- 
osg-->C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/AlphaFunc.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/AnimationPath.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/AnimationPathCallback.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/Array.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/AudioSink.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/AudioStream.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/AutoTransform.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/Billboard.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/BlendColor.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/BlendEq
 
uation.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/BlendEquationi.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/BlendFunc.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/BlendFunci.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/Box.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/Callback.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/Camera.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/CameraView.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/Capsule.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/ClampColor.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/ClearNode.cpp;C:/osg/OpenSceneGraph-3.4.0/Open
 
SceneGraph-3.4.0/src/osgWrappers/serializers/osg/ClipControl.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/ClipNode.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/ClipPlane.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/ClusterCullingCallback.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/ColorMask.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/ColorMaski.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/ColorMatrix.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/CompositeShape.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/ComputeBoundingBoxCallback.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/ComputeBoundingSphereCallback.cpp;C:/osg/OpenS
 
ceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/Cone.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/ConvexHull.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/ConvexPlanarOccluder.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/CoordinateSystemNode.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/CullFace.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/Cylinder.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/Depth.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/Drawable.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/DrawPixels.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/EllipsoidModel.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSc
 
eneGraph-3.4.0/src/osgWrappers/serializers/osg/Fog.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/FragmentProgram.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/FrontFace.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/Geode.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/Geometry.cpp;C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgWrappers/serializers/osg/Group.cpp;C:/osg/OpenSceneGraph-3.4

[osg-users] [build] How does the solution build determine whether or not to compile a plugin

2016-06-11 Thread Dave Sargrad
Hi,

I'm trying to figure out how the solution decides whether or not to build a 
plugin. Sometimes I see plugins built as in the following, sometimes not.

-- Build started: Project: Plugins dae, Configuration: Debug x64 -- 
190> Building Custom Rule 
C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgPlugins/dae/CMakeLists.txt
 
190> CMake does not need to re-run because 
C:\osg\OpenSceneGraph-3.4.0\build64\src\osgPlugins\dae\CMakeFiles\generate.stamp
 is up-to-date. 

Its not clear to me which build file contains the logic that makes this 
decision. Please help me to understand where I can find that logic.


Thank you!

Cheers,
Dave

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[osg-users] OpensceneGraph books ... for advanced topics

2016-06-08 Thread Dave Sargrad
Hi,

The OpenSceneGraph Cookbook 
(http://www.googleadservices.com/pagead/aclk?sa=L&ai=DChcSEwiEhfDzhpjNAhVUHYEKHbnNDSwYABAB&ohost=www.google.com&cid=CAESIuD25-n8Hi3eDFl82F7hcdTgZzyUYle1UxSLT25YF2HQNd4&sig=AOD64_09Q2Y7EA6Rr-tSUSTyUaqERRR8Yg&ctype=5&q=&ved=0ahUKEwipjezzhpjNAhWBOyYKHecxDCwQwg8IHw&adurl=),
 and the OpenSceneGraph Beginners Guide 
(http://www.openscenegraph.org/images/beginnersguide.png) are both excellent 
books. Kudos to the authors.

I'm wondering if there are other OSG books available. I'm specifically looking 
for books that cover advanced topics, given that these two books are quite good 
for entry topics.

Other than books, what are some of the best online resources for OSG advanced 
topics?

Thank you!

Cheers,
Dave

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Re: [osg-users] [build] osgUtil::TriStripVisitor

2016-06-07 Thread Dave Sargrad
Hi,

Please do not hesitate to call me an idiot.. I thought I checked and rechecked 
this... 

It does help to have something such as the following tidbit of code:


Code:
#include 



I feel shame. :-* 

Thank you!

Cheers,
Dave

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Re: [osg-users] [build] osgUtil::TriStripVisitor

2016-06-07 Thread Dave Sargrad
Hi,

This is odd. I see a hole list of includes in include/osgUtil.  I certainly see 
the "missing classes" (e.g. Tessellator).

https://drive.google.com/open?id=0BzUf-8Ad-iIkd3BGQlZaUTkyQlU

However Visual studio does not recognize or compile successfully.

In the following image you'll see the call to one of the tesselator messages 
just after the successful call to the TriStripVisotor:

https://drive.google.com/open?id=0BzUf-8Ad-iIkbTZxaGY5OXBXdzg

I've done nothing to remove such classes. The entire build of OSG seems quite 
clean. I've gone through the build several times now, each with the same 
seemingly clean results yet something is not quite right.


Thank you!

Cheers,
Dave

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Re: [osg-users] [build] osgUtil::TriStripVisitor

2016-06-07 Thread Dave Sargrad
Hi,

Thanks for the fast responses.. I'll avoid linking in GLUT (it didnt seem right 
to use it, so I did leave it out).

I'll see if I can figure out why I am not seeing those visitors.


Thank you!

Cheers,
Dave

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Re: [osg-users] [build] osgUtil::TriStripVisitor

2016-06-07 Thread Dave Sargrad
Hi,

As an aside, I am wondering if this capability is missing because I failed to 
connect some of the dependencies during CMAKE configure. 

Note the following CMAKE configuration summary:

64 bit architecture detected
searching TIFF 
-->tiff.h<-->libtiff<-->C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/3rdParty<--
searching FREETYPE 
-->ft2build.h<-->freetype;freetype2311MT;freetype234;freetype234MT;freetype235;freetype237;freetype238;freetype244;freetype250;<-->C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/3rdParty<--
searching CURL 
-->curl/curl.h<-->libcurl;curllib<-->C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/3rdParty<--
searching JPEG 
-->jpeglib.h<-->libjpeg;jpeg<-->C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/3rdParty<--
searching GDAL 
-->gdal.h<-->gdal;gdal16<-->C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/3rdParty<--
searching GLUT 
-->GL/glut.h<-->glut32<-->C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/3rdParty<--
searching GIFLIB 
-->gif_lib.h<-->ungif;libungif;giflib<-->C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/3rdParty<--
searching ZLIB 
-->zlib.h<-->z;zlib;zlib1<-->C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/3rdParty<--
searching PNG 
-->png.h<-->libpng;libpng13;libpng15;libpng16<-->C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/3rdParty<--
searching LIBXML2 
-->libxml2<-->libxml2<-->C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/3rdParty<--
Could NOT find Freetype (missing:  FREETYPE_LIBRARY FREETYPE_INCLUDE_DIRS) 
Could NOT find Jasper (missing:  JASPER_LIBRARIES JASPER_INCLUDE_DIR) 
Could NOT find GDAL (missing:  GDAL_LIBRARY GDAL_INCLUDE_DIR) 
Could NOT find PkgConfig (missing:  PKG_CONFIG_EXECUTABLE) 
Could NOT find GStreamer (missing:  GSTREAMER_INCLUDE_DIRS GSTREAMER_LIBRARIES 
GSTREAMER_VERSION GSTREAMER_BASE_INCLUDE_DIRS GSTREAMER_BASE_LIBRARIES 
GSTREAMER_APP_INCLUDE_DIRS GSTREAMER_APP_LIBRARIES 
GSTREAMER_PBUTILS_INCLUDE_DIRS GSTREAMER_PBUTILS_LIBRARIES) 
Could NOT find SDL2 (missing:  SDL2_LIBRARY SDL2_INCLUDE_DIR) 
Could NOT find SDL (missing:  SDL_LIBRARY SDL_INCLUDE_DIR) 
Could NOT find PkgConfig (missing:  PKG_CONFIG_EXECUTABLE) 
Could NOT find PkgConfig (missing:  PKG_CONFIG_EXECUTABLE) 
Could NOT find PkgConfig (missing:  PKG_CONFIG_EXECUTABLE) 
Found unsuitable Qt version "" from NOTFOUND
Could NOT find Qt3 (missing:  QT_QT_LIBRARY QT_INCLUDE_DIR QT_MOC_EXECUTABLE) 
Could NOT find FLTK (missing:  FLTK_LIBRARIES FLTK_INCLUDE_DIR 
FLTK_FLUID_EXECUTABLE) 
Could NOT find GLUT (missing:  GLUT_glut_LIBRARY GLUT_INCLUDE_DIR) 
Could NOT find wxWidgets (missing:  wxWidgets_FOUND) 
Configuring done

I see that the GLUT library is missing. I'm assuming this isnt good! Is it 
possible that this oversight caused certain osgUtil functions to be missing?

Thank you!

Cheers,
Dave

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[osg-users] [build] osgUtil::TriStripVisitor

2016-06-07 Thread Dave Sargrad
Hi,

I'm wondering if the TriStripVisitor, and a few other such visitors that I've 
seen referenced, are still within OSG. In my current build I see the smoothing  
visitor, the culling visitor, the intersection visitor, the update visitor (and 
a couple of other visitors).

I dont see the TriStripVisitor (nor do I see the Simplifier, the 
TangentSpaceGenerator, or the Tesselator). Is this because I have not built 
them in properly, or are they obsolete, or perhaps moved to another class?


Thank you!

Cheers,
Dave

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Re: [osg-users] Moved to BUILD FORUM - Best Pipeline For Integrating Blender Models?

2016-06-06 Thread Dave Sargrad
Hi,

Christian, that is useful. Ty sir. I'll try osgconv in a similar workflow. 

Thank you!

Cheers,
Dave

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Re: [osg-users] [build] DAE build failure.. dae.h not found

2016-06-06 Thread Dave Sargrad

rmilh wrote:
> 
> 
> 
> Yes. In FindCOLLADA.cmake :
> 
> IF (COLLADA_INCLUDE_DOMANY_DIR)
> SET(COLLADA_DOM_2_4_OR_LATER TRUE)
> ELSEIF()
> SET(COLLADA_DOM_2_4_OR_LATER FALSE)
> ENDIF()
> 
> You will have to unset/remove entry COLLADA_INCLUDE_DOMANY_DIR .
> 
> Cheers,
> Robert Milharcic
> 


You are my saviour! Thank you my good man. I now can compile the dae plugin.

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Re: [osg-users] [build] DAE build failure.. dae.h not found

2016-06-06 Thread Dave Sargrad
Hi,

This is my current latest COLLADA configuration. The reason that the 
COLLADA_DOM_ROOT was wrong was because I had an improper COLLADA_DIR 
environment variable.

https://drive.google.com/open?id=0BzUf-8Ad-iIkOWhuYUhWSTZEWDQ

Can you see something in this configuration that would cause 
COLLADA_DOM_2_4_OR_LATER to be set?

Sorry for the big red caps , I was happy to get to this level of understanding  
[Idea] , so thought I'd emphasize my current latest quandary [Exclamation] 

Thank you for what I hope to be the final bit of guidance!

Cheers,
Dave

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Re: [osg-users] [build] DAE build failure.. dae.h not found

2016-06-06 Thread Dave Sargrad

rmilh wrote:
> 
> 
> I believe COLLADA_INCLUDE_DIR shouldn't point to DOM headers. You should 
> probably set it to 
> c:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/3rdParty/x64/include . You 
> should also set DEBUG variants of the boost libraries to point to  
> libboost_*mt-gd*.lib (mt = multi threaded, gd = debug) and 
> COLLADA_PCRECPP_LIBRARY_DEBUG to pcrecppd.lib (pcrecpp(with d suffix).lib) 
> and also COLLADA_PCRE_LIBRARY_DEBUG to pcred.lib.
> 
> 
> 
> Cheers,
> Robert M.
> 
> 


Thank you Robert for confirming this. I finally realized this when I looked at 
the cmakelists.

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Re: [osg-users] [build] DAE build failure.. dae.h not found

2016-06-06 Thread Dave Sargrad
Hi,

... 
The process of documenting the details, led to a tiny bit of progress 
(https://drive.google.com/open?id=0BzUf-8Ad-iIkY1VnQWtKNnpKNWs).


Oddly, daeRMaterials.cpp references domAny.h in dom, yet as mentioned in my 
detailed analysis above, I actually find this file in dae. 


Thank you!

Cheers,
Dave

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Re: [osg-users] [build] DAE build failure.. dae.h not found

2016-06-06 Thread Dave Sargrad
Hi,

I apologize for not providing the detail. Let me attempt to. Rather than 
compile the DOM, I downloaded the full set of 3rd party dependencies from this 
page.

http://www.openscenegraph.org/index.php/download-section/dependencies
The specific download I used is this one 
(http://download.osgvisual.org/3rdParty_VS2013_v120_x86_x64_V9_full.7z).

There is a 1.4 and a 1.5 DOM within this set. I extracted the dependcies and 
placed them under my OSG source tree. 

You can see their location within my tree here.
https://drive.google.com/open?id=0BzUf-8Ad-iIkQ0Jzd245eHZGTWM

I went through several iterations of trying to get COLLADA configured. This is 
my current latest.
https://drive.google.com/open?id=0BzUf-8Ad-iIkOGVWTDJ6LWNDT1E

I believe that this set of dependencies has the compiled DOM you refer to.
It is referenced in my COLLADA configuration. Drilling down into my 3rd party 
libs, one can see that compiled library.

https://drive.google.com/open?id=0BzUf-8Ad-iIkSk15YjR3bTNFbkE

I have not set any environment variables. I have only attempted to configure 
its location through CMAKE.  This seemed to work for all other plugins. Should 
I also set the environment variable as you suggest? 

Hopefully this detail provides you with some more insights to help me.

I do appreciate your response.. Thanks for looking at this.


Cheers,
Dave

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[osg-users] [build] DAE build failure.. dae.h not found

2016-06-05 Thread Dave Sargrad
Hi,
I almost figured out how to get dae built. At least its building now. I'm 
seeing the following build error:


> -- Build started: Project: Plugins dae, Configuration: Debug x64 --
> 190>  Building Custom Rule 
> C:/osg/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgPlugins/dae/CMakeLists.txt
> 190>  CMake does not need to re-run because 
> C:\osg\OpenSceneGraph-3.4.0\build64\src\osgPlugins\dae\CMakeFiles\generate.stamp
>  is up-to-date.
> 190>  daeReader.cpp
> 190>c:\osg\openscenegraph-3.4.0\openscenegraph-3.4.0\src\osgplugins\dae\daeReader.h(19):
>  fatal error C1083: Cannot open include file: 'dae.h': No such file or 
> directory
> 190>  daeRAnimations.cpp
> 190>c:\osg\openscenegraph-3.4.0\openscenegraph-3.4.0\src\osgplugins\dae\daeReader.h(19):
>  fatal error C1083: Cannot open include file: 'dae.h': No such file or 
> directory
> 190>  daeRGeometry.cpp
> 190>c:\osg\openscenegraph-3.4.0\openscenegraph-3.4.0\src\osgplugins\dae\daeReader.h(19):
>  fatal error C1083: Cannot open include file: 'dae.h': No such file or 
> directory
> 190>  daeRMaterials.cpp
> 190>c:\osg\openscenegraph-3.4.0\openscenegraph-3.4.0\src\osgplugins\dae\daeReader.h(19):
>  fatal error C1083: Cannot open include file: 'dae.h': No such file or 
> directory
> 190>  daeRSceneObjects.cpp
> 190>c:\osg\openscenegraph-3.4.0\openscenegraph-3.4.0\src\osgplugins\dae\daeReader.h(19):
>  fatal error C1083: Cannot open include file: 'dae.h': No such file or 
> directory
> 190>  daeRSkinning.cpp
> 190>c:\osg\openscenegraph-3.4.0\openscenegraph-3.4.0\src\osgplugins\dae\daeReader.h(19):
>  fatal error C1083: Cannot open include file: 'dae.h': No such file or 
> directory
> 190>  daeRTransforms.cpp
> 190>c:\osg\openscenegraph-3.4.0\openscenegraph-3.4.0\src\osgplugins\dae\daeReader.h(19):
>  fatal error C1083: Cannot open include file: 'dae.h': No such file or 
> directory
> 190>  daeWAnimations.cpp
> 190>c:\osg\openscenegraph-3.4.0\openscenegraph-3.4.0\src\osgplugins\dae\daeWriter.h(49):
>  fatal error C1083: Cannot open include file: 'dae.h': No such file or 
> directory
> 190>  daeWGeometry.cpp



Can you please tell me what I might be missing?

Thank you!

Cheers,
Dave

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Re: [osg-users] Best Pipeline For Integrating Blender Models?

2016-06-05 Thread Dave Sargrad
Hi.
I'm trying to get the daereader plugin built. Not sure what I need to do in 
cmake.

I've gone into the collada section and I have filled out the collada entries 
that I think I might have to set, really am not sure how to set them properly.

https://drive.google.com/open?id=0BzUf-8Ad-iIkclpDdEpYV19FVVk

I dont see the dae reader plugin show up in my project. Also I see the 
following error when i try to do an INSTALL


> 1>  CMake Error at src/osgPlugins/dae/cmake_install.cmake:32 (file):
> 1>file INSTALL cannot find
> 1>
> "C:/osg/OpenSceneGraph-3.4.0/build64/bin/osgPlugins-3.4.0/osgdb_daed.dll".
> 1>  Call Stack (most recent call first):
> 1>src/osgPlugins/cmake_install.cmake:61 (include)
> 1>src/cmake_install.cmake:52 (include)
> 1>cmake_install.cmake:96 (include)


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[osg-users] Best Pipeline For Integrating Blender Models?

2016-06-05 Thread Dave Sargrad
Hi,

What is the recommended format for export from Blender and Import into OSG? I 
could use Collada (and integrate the Collada plugin into OSG), or I could use 
the Osg Exporter (Blender plugin). Which plugin is easy to use? Are they 
equivalent in functionality? 

In short, which avenue would you recommend? 
1] Use Blenders' OSG Exporter Plugin
or 
2] Use OSG's Collada Plugin

Thank you!

Cheers,
Dave

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Re: [osg-users] [build] x64 vs x86

2016-06-05 Thread Dave Sargrad
Thank you Sebastian.

I do use the CMake GUI. Which parameter do I need to modify in order to point 
to the correct compiler? Its not clear looking at the CMake parameters which 
one to modify. The only parameter that seems to reference Visual Studio happens 
to be CMAKE_LINKER. I dont see a CMAKE_COMPILER parameter.



SMesserschmidt wrote:
> Hi Dave,
> 
> Usually you simply have to choose the correct compiler (If you use the 
> CMakeGUI you need to check the "Visual Studio 12 2013 Win64").
> 
> 


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[osg-users] [build] x64 vs x86

2016-06-05 Thread Dave Sargrad
Hi,
I've been using OSG for a while now. I've never revisited the problem I had 
getting cmake to recognize that I have a 64 bit windows platform. So I've 
always been building/compiling using the x86 3rd party dependencies.

I've tried the obvious things like configuring the following cmake options to 
the x64 variants:
CMAKE_EXE_LINKER_FLAGS
CMAKE_MODULE_LINKER_FLAGS
CMAKE_SHARED_LINKER_FLAGS

By default these options are set to /Machine:X86.

Yet of course when I configure the project I see the following:


> 32 bit architecture detected


The full CMAKE configuration that I am using may be seen here.
https://drive.google.com/open?id=0BzUf-8Ad-iIkVFZVd01BZFNkcUk

I'm using Visual Studio 2013 in a standard configuration. I'd think that its 
easy to get OSG to build for 64 bit. I'm clearly missing something very simple.

Can someone please point me to information that might help.


Thank you!

Cheers,
Dave[/quote]

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Re: [osg-users] OSG RECIPES Data

2015-04-15 Thread Dave Sargrad

wangrui wrote:
> Hi Dave,
> 
> 
> One of the purpose of the osgRecipes project is to provide all source code 
> used in the book OpenSceneGraph 3.0 Cookbook, published by Packt Publishing. 
> And what you found is just corresponding to the second example in Chapter 5. 
> And it should be a mistake... The correct code snippet, as shown in the book, 
> is as below:
> image = osgDB::readImageFile( "0.ffmpeg", new osgDB::Options("format=vfwcap 
> frame_rate=25") );
> 
> 
> It in fact uses the FFmpeg plugin to load video stream from the webcam using 
> the VFW option. You may change the filename to some other disk files like 
> "c:/path/file.avi.ffmpeg" and then ignore the option string. But there is no 
> "animate PNG" support in OSG... so sorry for the misdirection. :-)
> 
> 
> Also thank you for supporting the osgRecipes project.
> 
> 
> Wang Rui
> 
> 
> -- Original --
> From:  "Dave Sargrad";<>;
> Date:  Wed, Apr 15, 2015 05:42 AM
> To:  "osg-users"<>; 
> 
> Subject:   OSG RECIPES Data
> 
> 
> 
> Hi,
> 
> I've found the osgRecipes (https://github.com/xarray/osgRecipes) to be quite 
> useful. However most of the data is missing from these, and there is no 
> proper reference to the location of the data. I stumbled on this 
> (https://github.com/openscenegraph/osg-data) data. It seems to be a close fit 
> to the recipes. However some data files are missing. For example right now 
> I'm in cookbook_05_02. This cookbook is looking for one of two datafiles (in 
> my case pic.png). I think this is just a placeholder, and I'm expected to 
> drop my own "animated PNG" into place. I've tried several such png's found on 
> the web, but none seem to do what one might expect.
> 
> 
> Code:
> osg::ref_ptr image;
> if ( arguments.argc()>1 )
> image = osgDB::readImageFile( arguments[1] );
> else
> {
> #ifdef WIN32
> image = osgDB::readImageFile( "Images/bouncing_beach_ball.png" );
> #else
> image = osgDB::readImageFile( "/dev/video0.ffmpeg" );
> #endif
> }
> 
> osg::ImageStream* imageStream = dynamic_cast( image.get() 
> );
> if ( imageStream ) imageStream->play();
> 
> 
> 
> I've never used animated png's before so I'm not sure how best to find a 
> compatible image.
> 
> In this code snippet, I replaced pic.png with a bouncing_beach_ball.png found 
> here 
> (http://upload.wikimedia.org/wikipedia/commons/1/14/Animated_PNG_example_bouncing_beach_ball.png).
> 
> Thank you for any insights.
> 
> Cheers,
> Dave
> 
> --
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> 
> 
> 
> 
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Thanks very much. This is quite helpful. Certainly no need for apologies. I 
find that most of the cookbook examples are extremely informative. I look 
forward to acquiring the book for the surrounding explanations.

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Re: [osg-users] [SOLVED] PNG Library Crashing - 32 vs 64 bit mismatch possible

2015-04-14 Thread Dave Sargrad

SMesserschmidt wrote:
> Hi Dave,
> 
> C:/osg/OpenSceneGraph-3.2.2-rc2/3rdParty/x86/lib/libpng16.lib (found version 
> "1.6.7")
> -> you are linking the 32bit libraries ..
> 
> 
> 
> 
> > Hi,
> > 
> > I've been struggling to get the PNG plugin working. I've built it, but the 
> > cookbook_02_7 is crashing down inside libpng16.dll.
> > 
> > 
> > I have a couple of questions.
> > 1] I would have thought that I am doing a 64-bit build, since I have a 
> > 64-bit OS. However when I run cmake/configure I see it report 32-bit 
> > architecture detected.
> > 
> > 
> > 
> > > 32 bit architecture detected
> > > 3rdParty-Package ENV variable 
> > > found:C:\osg\OpenSceneGraph-3.2.2-rc2\3rdParty/x86
> > > Could NOT find LibXml2 (missing:  LIBXML2_LIBRARIES LIBXML2_INCLUDE_DIR)
> > > Could NOT find PkgConfig (missing:  PKG_CONFIG_EXECUTABLE)
> > > Could NOT find CURL (missing:  CURL_LIBRARY CURL_INCLUDE_DIR)
> > > Could NOT find SDL (missing:  SDL_LIBRARY SDL_INCLUDE_DIR)
> > > Could NOT find PkgConfig (missing:  PKG_CONFIG_EXECUTABLE)
> > > Could NOT find PkgConfig (missing:  PKG_CONFIG_EXECUTABLE)
> > > Could NOT find PkgConfig (missing:  PKG_CONFIG_EXECUTABLE)
> > > Found unsuitable Qt version "" from NOTFOUND
> > > Could NOT find Qt3 (missing:  QT_QT_LIBRARY QT_INCLUDE_DIR 
> > > QT_MOC_EXECUTABLE)
> > > Could NOT find GLUT (missing:  GLUT_glut_LIBRARY GLUT_INCLUDE_DIR)
> > > Could NOT find wxWidgets (missing:  wxWidgets_FOUND)
> > > Found PNG: 
> > > optimized;C:/osg/OpenSceneGraph-3.2.2-rc2/3rdParty/x86/lib/libpng16d.lib;debug;C:/osg/OpenSceneGraph-3.2.2-rc2/3rdParty/x86/lib/libpng16.lib
> > >  (found version "1.6.7")
> > > Could NOT find TIFF (missing:  TIFF_LIBRARY TIFF_INCLUDE_DIR)
> > > Configuring done
> > > Generating done
> > > 
> > > 
> > 
> > So I have been pointing my cookbooks (osgrecipes) to the x86 versions found 
> > in the 3rdParty folder: example 
> > C:/osg/OpenSceneGraph-3.2.2-rc2/3rdParty/x86/lib/libpng16.lib is the value 
> > I have set PNG_LIBRARY to.
> > 
> > The current callstack I see when I crash is as follows:
> > 
> > 
> > >   005dd4a8()  Unknown
> > >   [Frames below may be incorrect and/or missing]  
> > >   libpng16.dll!004dba8c() Unknown
> > > 
> > > > 
> > > > osgdb_pngd.dll!ReaderWriterPNG::readPNGStream(std::basic_istream
> > > >  > & fin) Line 202  C++
> > > > 
> > >   osgdb_pngd.dll!ReaderWriterPNG::readImage(const 
> > > std::basic_string,std::allocator > & 
> > > file, const osgDB::Options * options) Line 381   C++
> > >   
> > > osg100-osgDBd.dll!osgDB::Registry::ReadImageFunctor::doRead(osgDB::ReaderWriter
> > >  & rw) Line 915  C++
> > >   osg100-osgDBd.dll!osgDB::Registry::read(const 
> > > osgDB::Registry::ReadFunctor & readFunctor) Line 1175 C++
> > >   osg100-osgDBd.dll!osgDB::Registry::readImplementation(const 
> > > osgDB::Registry::ReadFunctor & readFunctor, 
> > > osgDB::Options::CacheHintOptions cacheHint) Line 1278   C++
> > >   osg100-osgDBd.dll!osgDB::Registry::readImageImplementation(const 
> > > std::basic_string,std::allocator > & 
> > > fileName, const osgDB::Options * options) Line 1360 C++
> > >   osg100-osgDBd.dll!osgDB::Registry::readImage(const 
> > > std::basic_string,std::allocator > & 
> > > fileName, const osgDB::Options * options) Line 221C++
> > >   osg100-osgDBd.dll!osgDB::readImageFile(const 
> > > std::basic_string,std::allocator > & 
> > > filename, const osgDB::Options * options) Line 43   C++
> > >   cookbook_02_07d.exe!osgDB::readImageFile(const 
> > > std::basic_string,std::allocator > & 
> > > filename) Line 82 C++
> > >   cookbook_02_07d.exe!main(int argc, char * * argv) Line 16   C++
> > >   [External Code] 
> > > 
> > > 
> > > 
> > 
> > 
> > 
> > Any suggestions would be appreciated.
> > Cheers,
> > Dave
> > 
> > --
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> > http://forum.openscenegraph.org/viewtopic.php?p=63354#63354
> > 
> > 
> > 
> > 
> > 
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Yes, I linked to those libraries intentionally, since cmake seemed to detect a 
32-bit architecture. Since I have a 64-bit OS, I'd like to figure out how to 
get cmake to detect the appropriate architecture. Thats a low priority for me 
right now, and I posted the real reason for the crash above. Thanks for your 
response.

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[osg-users] OSG RECIPES Data

2015-04-14 Thread Dave Sargrad
Hi,

I've found the osgRecipes  (https://github.com/xarray/osgRecipes) to be quite 
useful. However most of the data is missing from these, and there is no proper 
reference to the location of the data. I stumbled on this 
(https://github.com/openscenegraph/osg-data) data. It seems to be a close fit 
to the recipes. However some data files are missing. For example right now I'm 
in cookbook_05_02. This cookbook is looking for one of two datafiles (in my 
case pic.png). I think this is just a placeholder, and I'm expected to drop my 
own "animated PNG" into place. I've tried several such png's found on the web, 
but none seem to do what one might expect.


Code:
 osg::ref_ptr image;
if ( arguments.argc()>1 )
image = osgDB::readImageFile( arguments[1] );
else
{
#ifdef WIN32
image = osgDB::readImageFile( "Images/bouncing_beach_ball.png" );
#else
image = osgDB::readImageFile( "/dev/video0.ffmpeg" );
#endif
}

osg::ImageStream* imageStream = dynamic_cast( 
image.get() );
if ( imageStream ) imageStream->play();



I've never used animated png's before so I'm not sure how best to find a 
compatible image.

In this code snippet, I replaced pic.png with a bouncing_beach_ball.png found 
here 
(http://upload.wikimedia.org/wikipedia/commons/1/14/Animated_PNG_example_bouncing_beach_ball.png).

Thank you for any insights.

Cheers,
Dave

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Re: [osg-users] Noobie Problem of the Day - Cookbook Surface/Object Picking Not Working

2015-04-14 Thread Dave Sargrad
Sure enough the Pick System works just fine if I disable 2 of my monitors. At 
least I've isolated, I'll figure out exactly why later. For now I'll stick with 
a single monitor.


Cheers,
Dave

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Re: [osg-users] Noobie Problem of the Day - Cookbook Surface/Object Picking Not Working

2015-04-13 Thread Dave Sargrad
Can't figure this one out. It looks like it should work. Based on reading the 
cookbook documentation the only other thing that jumps to mind is something to 
do with the setNodeMask()/setTraversalMask() functions. 

But I dont set these masks anywhere, so I'd think the intersection visitor 
would find all geometry that is intersected.

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[osg-users] Noobie Problem of the Day - Cookbook Surface/Object Picking Not Working

2015-04-13 Thread Dave Sargrad
Hi,

I've been working through the osgRecipes cookbooks. I suddenly realized as I 
was working with cookbook_03_07 that the picking logic did not seem to be 
working. Indeed I have not been able to pick any of the objects displayed in 
the cookbooks I've been looking at so far (I'm working the cookbooks in order).

I set a breakpoint in CommonFunctions.cpp within bool PickHandler::handle. I 
get into the method just fine, when I hold ctrl and left select an object.

However the test intersector ->containsIntersections() always returns false, so 
a call is never made to doUserOperations.

The only thing that comes to mind is the fact that in my current setup, I have 
a laptop with 2 external monitors attached, and so the cookbooks render across 
all 3 of my screens (very nice feature).. I was thinking that perhaps there is 
something in the cookbook implementation that is ignoring the actual size of my 
virtual desktop. 

Please forgive the odd looking symbols showing up in the following code 
blocks... not sure why they are there.

So handle gets called just fine

Code:
bool PickHandler::handle( const osgGA::GUIEventAdapter& ea, 
osgGA::GUIActionAdapter& aa )
{
if ( ea.getEventType()!=osgGA::GUIEventAdapter::RELEASE ||
 ea.getButton()!=osgGA::GUIEventAdapter::LEFT_MOUSE_BUTTON ||
 !(ea.getModKeyMask()&osgGA::GUIEventAdapter::MODKEY_CTRL) )
return false;

osgViewer::View* viewer = dynamic_cast(&aa);
if ( viewer )
{
osg::ref_ptr intersector =
new 
osgUtil::LineSegmentIntersector(osgUtil::Intersector::WINDOW, ea.getX(), 
ea.getY());
osgUtil::IntersectionVisitor iv( intersector.get() );
viewer->getCamera()->accept( iv );

if ( intersector->containsIntersections() ) // <--- Always returns 
false
{
osgUtil::LineSegmentIntersector::Intersection result = 
*(intersector->getIntersections().begin());
doUserOperations( result ); 
}
}
return false;
}



This is the SelectModelHandler class

Code:

class SelectModelHandler : public osgCookBook::PickHandler
{
public:
SelectModelHandler() : _selector(0) {}

osg::Geode* createFaceSelector()
{
osg::ref_ptr colors = new osg::Vec4Array(1);
(*colors)[0] = selectedColor;

_selector = new osg::Geometry;
_selector->setDataVariance( osg::Object::DYNAMIC );
_selector->setUseDisplayList( false );
_selector->setUseVertexBufferObjects( true );
_selector->setVertexArray( new osg::Vec3Array(3) );
_selector->setColorArray( colors.get() );
_selector->setColorBinding( osg::Geometry::BIND_OVERALL );
_selector->addPrimitiveSet( new osg::DrawArrays(GL_TRIANGLES, 0, 3) );

osg::ref_ptr geode = new osg::Geode;
geode->addDrawable( _selector.get() );
geode->getOrCreateStateSet()->setMode( GL_LIGHTING, 
osg::StateAttribute::OFF );
geode->getOrCreateStateSet()->setMode( GL_BLEND, 
osg::StateAttribute::ON );
geode->getOrCreateStateSet()->setRenderingHint( 
osg::StateSet::TRANSPARENT_BIN );
return geode.release();
}

virtual void doUserOperations( 
osgUtil::LineSegmentIntersector::Intersection& result )
{
osg::Geometry* geom = dynamic_cast( 
result.drawable.get() );
if ( !geom || !_selector || geom==_selector ) return;

osg::Vec3Array* vertices = dynamic_cast( 
geom->getVertexArray() );
osg::Vec3Array* selVertices = dynamic_cast( 
_selector->getVertexArray() );
if ( !vertices || !selVertices ) return;

osg::Matrix matrix = osg::computeLocalToWorld( result.nodePath );
const std::vector& selIndices = result.indexList;
for ( unsigned int i=0; i<3 && idirty();
_selector->dirtyBound();
}

protected:
osg::ref_ptr _selector;
};





The main method attaches the selector as a child

Code:

int main( int argc, char** argv )
{
osg::ref_ptr geode = new osg::Geode;
geode->addDrawable( createSimpleGeometry() );
geode->getOrCreateStateSet()->setAttributeAndModes( new 
osg::PolygonOffset(1.0f, 1.0f) );

osg::ref_ptr trans = new osg::MatrixTransform;
trans->addChild( geode.get() );
trans->setMatrix( osg::Matrix::translate(0.0f, 0.0f, 1.0f) );

osg::ref_ptr selector = new SelectModelHandler;

osg::ref_ptr root = new osg::Group;
root->addChild( trans.get() );
root->addChild( selector->createFaceSelector() );  // Caution: It has 
bound, too

osgViewer::Viewer viewer;
viewer.addEventHandler( selector.get() );
viewer.setSceneData( root.get() );
return viewer.run();
}




Does anyone see something that would cause this PickHandler not to work when 
used on a 3 monitor setup? 

Thank you!

Cheers,
Dave[/code]

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Re: [osg-users] Hello and a Couple Quick Getting Started Questions

2015-04-13 Thread Dave Sargrad

Jan Ciger wrote:
> On Mon, Apr 13, 2015 at 11:00 AM, Robert Osfield 
> 
> 
> On the other hand, if your goal is a realtime application with relatively 
> lightweight UI using custom graphics elements that is being rendered by the 
> 3D engine itself, such as a simulator or a game, then it is better to use 
> specialized middleware
> 
> 
>  but there are tools like Coherent UI, Scaleform, libRocket, etc. 
> 
> 
> Regards,
> 
> 
> Jan
> 
>  --
> Post generated by Mail2Forum


I do indeed wish to create an application with custom graphics elements as you 
describe, I'll take a look at these middleware components as well.

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Re: [osg-users] Hello and a Couple Quick Getting Started Questions

2015-04-13 Thread Dave Sargrad

robertosfield wrote:
> On 12 April 2015 at 14:52, Jacob Moen 
> 
> There is the osgviewerWX example that illustrates how to integrate OSG with 
> wxWidgets.
> 
> 
> As a general advice, unless you actually need dialog boxes in your 
> applicaiton I would recommend that you stay away from the complexities that 
> Qt, WxWidgets etc. introduce.  If you are writing a pure 3D graphics 
> application like a simulator or game you are far better off just using the 
> OSG's native osgViewer's windowing functionality.  osgViewer is fully 
> threaded, something that cannot be said of Qt etc, where threading is a messy 
> after thought.
> 
> 
> Robert.
> 
>  
> 
>  --
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I like this advice.. Thank you very much. I'll stay with osgViewer then!!

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[osg-users] PNG Library Crashing - 32 vs 64 bit mismatch possible

2015-04-12 Thread Dave Sargrad
Hi,

I've been struggling to get the PNG plugin working. I've built it, but the 
cookbook_02_7 is crashing down inside libpng16.dll.


I have a couple of questions.
1] I would have thought that I am doing a 64-bit build, since I have a 64-bit 
OS. However when I run cmake/configure I see it report 32-bit architecture 
detected.


> 
> 32 bit architecture detected
> 3rdParty-Package ENV variable 
> found:C:\osg\OpenSceneGraph-3.2.2-rc2\3rdParty/x86
> Could NOT find LibXml2 (missing:  LIBXML2_LIBRARIES LIBXML2_INCLUDE_DIR) 
> Could NOT find PkgConfig (missing:  PKG_CONFIG_EXECUTABLE) 
> Could NOT find CURL (missing:  CURL_LIBRARY CURL_INCLUDE_DIR) 
> Could NOT find SDL (missing:  SDL_LIBRARY SDL_INCLUDE_DIR) 
> Could NOT find PkgConfig (missing:  PKG_CONFIG_EXECUTABLE) 
> Could NOT find PkgConfig (missing:  PKG_CONFIG_EXECUTABLE) 
> Could NOT find PkgConfig (missing:  PKG_CONFIG_EXECUTABLE) 
> Found unsuitable Qt version "" from NOTFOUND
> Could NOT find Qt3 (missing:  QT_QT_LIBRARY QT_INCLUDE_DIR QT_MOC_EXECUTABLE) 
> Could NOT find GLUT (missing:  GLUT_glut_LIBRARY GLUT_INCLUDE_DIR) 
> Could NOT find wxWidgets (missing:  wxWidgets_FOUND) 
> Found PNG: 
> optimized;C:/osg/OpenSceneGraph-3.2.2-rc2/3rdParty/x86/lib/libpng16d.lib;debug;C:/osg/OpenSceneGraph-3.2.2-rc2/3rdParty/x86/lib/libpng16.lib
>  (found version "1.6.7") 
> Could NOT find TIFF (missing:  TIFF_LIBRARY TIFF_INCLUDE_DIR) 
> Configuring done
> Generating done
> 


So I have been pointing my cookbooks (osgrecipes) to the x86 versions found in 
the 3rdParty folder: example 
C:/osg/OpenSceneGraph-3.2.2-rc2/3rdParty/x86/lib/libpng16.lib is the value I 
have set PNG_LIBRARY to.

The current callstack I see when I crash is as follows:

> 
>   005dd4a8()  Unknown
>   [Frames below may be incorrect and/or missing]  
>   libpng16.dll!004dba8c() Unknown
> > 
> > osgdb_pngd.dll!ReaderWriterPNG::readPNGStream(std::basic_istream
> >  > & fin) Line 202  C++
>   osgdb_pngd.dll!ReaderWriterPNG::readImage(const 
> std::basic_string,std::allocator > & file, 
> const osgDB::Options * options) Line 381   C++
>   
> osg100-osgDBd.dll!osgDB::Registry::ReadImageFunctor::doRead(osgDB::ReaderWriter
>  & rw) Line 915  C++
>   osg100-osgDBd.dll!osgDB::Registry::read(const 
> osgDB::Registry::ReadFunctor & readFunctor) Line 1175 C++
>   osg100-osgDBd.dll!osgDB::Registry::readImplementation(const 
> osgDB::Registry::ReadFunctor & readFunctor, osgDB::Options::CacheHintOptions 
> cacheHint) Line 1278   C++
>   osg100-osgDBd.dll!osgDB::Registry::readImageImplementation(const 
> std::basic_string,std::allocator > & 
> fileName, const osgDB::Options * options) Line 1360 C++
>   osg100-osgDBd.dll!osgDB::Registry::readImage(const 
> std::basic_string,std::allocator > & 
> fileName, const osgDB::Options * options) Line 221C++
>   osg100-osgDBd.dll!osgDB::readImageFile(const 
> std::basic_string,std::allocator > & 
> filename, const osgDB::Options * options) Line 43   C++
>   cookbook_02_07d.exe!osgDB::readImageFile(const 
> std::basic_string,std::allocator > & 
> filename) Line 82 C++
>   cookbook_02_07d.exe!main(int argc, char * * argv) Line 16   C++
>   [External Code] 
> 
> 



Any suggestions would be appreciated.
Cheers,
Dave

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Re: [osg-users] SVN Access Fails

2015-04-12 Thread Dave Sargrad
I have managed to get freetypes plugin built as well.. starting to get the hang 
of the build system, very powerful, and relatively clean... just a couple of 
kinks relative to knowing which parameters to set in cmake.

Once you start to look at the project parameters in the solution then you can 
see how you have incorrectly set the parameters in cmake.. 

This comment on the instructions page did help me through a couple of the kinks:

> 
> FREETYPE PLUGIN
> 
> If have the 3rdparty libraries installed, the BUILD_OSG_PLUGINS is ON in your 
> CMake file and the FREETYPE_LIBRARY_DEBUG path is found it might still happen 
> that the project files for Freetype plugins or not built. Select "Show 
> Advanced Values" in CMake and copy the directory found in 
> FREETYPE_INCLUDE_DIR to FREETYPE_INCLUDE_DIR_freetype2 and 
> FREETYPE_INCLUDE_DIR_ft2build.
> 


Though I did not seem to have to set a FREETYPE_LIBRARY_DEBUG (even though i 
was building a debug version of the plugin. I did seem to have to set 
FREETYPE_LIBRARY however. Also I dont seem to see a BUILD_OSG_PLUGINS variable 
in my cmake project.. but that didnt seem to matter.


Cheers,
Dave[/quote]

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Re: [osg-users] SVN Access Fails

2015-04-12 Thread Dave Sargrad

Sergey Kurdakov wrote:
> Hi Dave,
> 
> 
> take a look at these downloads
> 
> http://www.osgvisual.org/projects/osgvisual/wiki/Downloads 
> (http://www.osgvisual.org/projects/osgvisual/wiki/Downloads)
> 
> 
> Regards
> 
> Sergey
> 
> 
> On Sun, Apr 12, 2015 at 8:00 PM, Dave Sargrad < ()> wrote:
> 
> > Hmm...
> > 
> > So I've downloaded the 3rd party dependencies and have placed them in to my 
> > OSG root directory: C:osgOpenSceneGraph-3.2.2-rc2
> > 
> > 
> > Hence they are in the following location: 
> > C:osgOpenSceneGraph-3.2.2-rc23rdParty_x86_x64
> > 
> > I have rerun cmake (both configure and generate):
> > 
> > I would expect to see the following plugin enabled in the solution:
> > C:osgOpenSceneGraph-3.2.2-rc2srcosgPluginsfreetype
> > 
> > However I dont.
> > 
> > I also tried pointing the following CMAKE attribute to the newly installed 
> > freetype dependecy:
> > FREETYPE_INCLUDE_DIR_freetype2 -> 
> > C:osgOpenSceneGraph-3.2.2-rc23rdParty_x86_x64x64include
> > 
> > 
> > I have also verified that the following CMAKE attribute is enabled:
> > USE_3RDPARTY_BIN
> > 
> > Any other pointers relative to getting this plugin built?
> > 
> > Thank you!
> > 
> > Cheers,
> > Dave
> > 
> > --
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=63350#63350 
> > (http://forum.openscenegraph.org/viewtopic.php?p=63350#63350)
> > 
> > 
> > 
> > 
> > 
> > ___
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> >  ()
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> > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org)
> > 
> > 
> > 
> 
> 
>  --
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Thanks. I'll do that.

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Re: [osg-users] SVN Access Fails

2015-04-12 Thread Dave Sargrad
Hmm...

So I've downloaded the 3rd party dependencies and have placed them in to my OSG 
root directory: C:\osg\OpenSceneGraph-3.2.2-rc2


Hence they are in the following location: 
C:\osg\OpenSceneGraph-3.2.2-rc2\3rdParty_x86_x64

I have rerun cmake (both configure and generate):

I would expect to see the following plugin enabled in the solution:
C:\osg\OpenSceneGraph-3.2.2-rc2\src\osgPlugins\freetype

However I dont.

I also tried pointing the following CMAKE attribute to the newly installed 
freetype dependecy:
FREETYPE_INCLUDE_DIR_freetype2 -> 
C:\osg\OpenSceneGraph-3.2.2-rc2\3rdParty_x86_x64\x64\include


I have also verified that the following CMAKE attribute is enabled:
USE_3RDPARTY_BIN

Any other pointers relative to getting this plugin built?

Thank you!

Cheers,
Dave

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Re: [osg-users] SVN Access Fails

2015-04-12 Thread Dave Sargrad

jacmoe wrote:
> Here is the build instructions for when being on the Windows platform using 
> Visual Studio:
> http://www.openscenegraph.org/index.php/documentation/platform-specifics/windows/37-visual-studio
> 
> Cheers,
> Jacob


So, I've run several cookbooks with success. I'm trying to run the run that 
wants to load arial.ttf using the appropriate 3rd party plugin.

Oddly the link that you provided to the windows instructions seems to have a 
dead link to the dependencies page. My initial build of OSG was without any of 
the 3rd party dependencies. I'd like to remedy that at this point.

The windows instructions link you provided include a link to this page:
http://www.openscenegraph.org/index.php/downloads/dependencies

which seems to ... dead! 

This page however seems to be the appropriate page for dependencies:
http://www.openscenegraph.org/index.php/download-section/dependencies

I'll try out the dependencies beneath the heading "VisualStudio 2013 RTM 
(VC12)"... though my Visual Studio 2013 is not the RTM version, I dont think 
this will matter.

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Re: [osg-users] Hello and a Couple Quick Getting Started Questions

2015-04-12 Thread Dave Sargrad

jacmoe wrote:
> I am still trying to get my feet wet in the waters of OSG, but you definitely 
> want to check out OSGRecipes:
> https://github.com/xarray/osgRecipes
> 
> The 'integrations' directory is a true godsend!
> 
> However, you can find the old friend CEGUI in the source for chapter 9:
> https://github.com/xarray/osgRecipes/tree/master/cookbook/chapter9/ch09_04
> If you are really interested in OSG, then I guess it wouldn't be a bad idea 
> to get the book itself. :)
> It is awesome that the author decided to put the code up on Github.


In case anyone is interested the osgRecipes seem to need this data (though not 
called out in the readme 
(https://github.com/xarray/osgRecipes/blob/master/README)):
https://github.com/openscenegraph/osg-data

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Re: [osg-users] Hello and a Couple Quick Getting Started Questions

2015-04-12 Thread Dave Sargrad
Hi,

I've built 75 of the 78 cookbooks/integrations: 3 failed for reasons that I'll 
investigate later.

I'd like to jump right in to running the samples in the debugger. I'm not a 
cmake expert, and I'm hoping there is a simple way in cmake or in the osgRecipe 
solution that it created to point the full set of cookbooks and integrations to 
the runtime libraries.

The OSG runtime libraries are installed in C:\Program Files 
(x86)\OpenSceneGraph\lib, and the includes are installed in C:\Program Files 
(x86)\OpenSceneGraph\include.

I specified the following two cmake tags to point to these locations:

OPENSCENEGRAPH_LIB_DIR 
OPENSCENEGRAPH_INCLUDE_DIR

This resulted in a largely successful build (except for the 3 menioned above). 
I would have thought it would also suffice in order to then select a project 
and "debug the instance". However when I try to do this, the debugger fails to 
find key DLL's (example osg100-osgd.dll). 

I know that I can begin to edit each project in visual studio in order to point 
the project to the runtime libraries. However I'd like to do this "solution 
wide" and preferably through cmake. Do you know offhand if there is a cmake 
option that will do this? 


Cheers,
Dave

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Re: [osg-users] Hello and a Couple Quick Getting Started Questions

2015-04-12 Thread Dave Sargrad
Thank you!

Good advice on all counts. I'm on it. :)

Cheers,
Dave

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[osg-users] Hello and a Couple Quick Getting Started Questions

2015-04-12 Thread Dave Sargrad
Hi All,
Thanks for the help getting going yesterday. 

I thought I'd take a quick second to introduce myself. Years back I used Ogre3D 
on an R&D effort at work, to build a pluggable application that was "google 
earth-like". In this context I also used a widget system called CEGUI "Crazy 
Eddies Gui" - which was quite flexible. I was able to build a fair number of 
graphical plugins and after 2 years of development had a fairly robust 
application.

I'm jumping back into 3D graphics and decided to take a different road. I'm 
looking forward to learning OSG. 

Very glad to hear that the community is still quite active.

I would like to poll you on some quick questions:
1] Can someone please point me to the best tutorial for creating a first 
application.
2] Can someone please point me to the best tutorial for loading Blender models.
3] Can someone recommend a "widget system". Is WxWidgets the most commonly used 
widget system?


Cheers,
Dave

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Re: [osg-users] SVN Access Fails

2015-04-12 Thread Dave Sargrad
Hi,

This is the link that I got to when I did my search on openscenegraph. It 
looked like it was the "latest and greatest". 

http://trac.openscenegraph.org/projects/osg/wiki/Downloads


Thank you!

Dave

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Re: [osg-users] SVN Access Fails

2015-04-11 Thread Dave Sargrad
Hi,


Thanks very much for the fast response. Apparently I was looking in the wrong 
location. I had been looking at: trac . openscenegraph . org. Clearly the 
"trac" is wrong, you'll see that its download page has a  much older release. 
Not sure why my google took me to that other site.

Thank you!

Cheers,
Dave

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[osg-users] SVN Access Fails

2015-04-11 Thread Dave Sargrad
Hi,

I'm trying to build from source using visual studio 2013. Apparently I need a 
later version than the 3.0.1 source that was released back in 2011 (the latest 
on the web site). I'm trying to access the SVN repository to pick up the latest 
software since I did see a thread indicating some fixes for 2013.

However my SVN access fails:


svn: E175002: Unexpected HTTP status 405 'Method Not Allowed' on 
'/svn/osg/OpenSceneGraph/trunk'

Also can someone help me to understand why the last release was four years ago? 
I'm hoping that the project is still quite active.


Any help would be appreciated.

Thank you!

Cheers,
Dave
> 


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