Re: [osg-users] Configure failure on OSX 10.8.3 - OSG_OSX_SDK_NAME
Thanks, it works with -G Xcode. It's not specified in the README.txt file. Eduardo On Sun, May 5, 2013 at 3:50 AM, michael kapelko korn...@gmail.com wrote: Hi. Have you specified Xcode generator for CMake? 2013/5/5 Eduardo Poyart poy...@gmail.com Hi, I have a configure failure on OSX 10.8.3: - (...) -- Found TIFF: /opt/local/lib/libtiff.dylib (found version 4.0.3) CMake Error at CMakeModules/FindQuickTime.cmake:67 (IF): if given arguments: STREQUAL macosx10.7 OR STREQUAL macosx10.8 OR STREQUAL macosx10.9 Unknown arguments specified Call Stack (most recent call first): CMakeLists.txt:595 (FIND_PACKAGE) -- Configuring incomplete, errors occurred! - Looking at CMakeModules/FindQuickTime.cmake, I see the error is coming from the following line: IF(${OSG_OSX_SDK_NAME} STREQUAL macosx10.7 OR ${OSG_OSX_SDK_NAME} STREQUAL macosx10.8 OR ${OSG_OSX_SDK_NAME} STREQUAL macosx10.9) It looks like ${OSG_OSX_SDK_NAME} is not defined at that point. I disabled that part of the .cmake file and I got a similar error in another .cmake file. What can be the problem? Thanks Eduardo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Configure failure on OSX 10.8.3 - OSG_OSX_SDK_NAME
BTW, the number of OSG files on Xcode is 1337 :) On Mon, May 6, 2013 at 1:59 PM, Eduardo Poyart poy...@gmail.com wrote: Thanks, it works with -G Xcode. It's not specified in the README.txt file. Eduardo On Sun, May 5, 2013 at 3:50 AM, michael kapelko korn...@gmail.com wrote: Hi. Have you specified Xcode generator for CMake? 2013/5/5 Eduardo Poyart poy...@gmail.com Hi, I have a configure failure on OSX 10.8.3: - (...) -- Found TIFF: /opt/local/lib/libtiff.dylib (found version 4.0.3) CMake Error at CMakeModules/FindQuickTime.cmake:67 (IF): if given arguments: STREQUAL macosx10.7 OR STREQUAL macosx10.8 OR STREQUAL macosx10.9 Unknown arguments specified Call Stack (most recent call first): CMakeLists.txt:595 (FIND_PACKAGE) -- Configuring incomplete, errors occurred! - Looking at CMakeModules/FindQuickTime.cmake, I see the error is coming from the following line: IF(${OSG_OSX_SDK_NAME} STREQUAL macosx10.7 OR ${OSG_OSX_SDK_NAME} STREQUAL macosx10.8 OR ${OSG_OSX_SDK_NAME} STREQUAL macosx10.9) It looks like ${OSG_OSX_SDK_NAME} is not defined at that point. I disabled that part of the .cmake file and I got a similar error in another .cmake file. What can be the problem? Thanks Eduardo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org attachment: Screen Shot 2013-05-06 at 2.07.22 PM.png___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Configure failure on OSX 10.8.3 - OSG_OSX_SDK_NAME
Hi, I have a configure failure on OSX 10.8.3: - (...) -- Found TIFF: /opt/local/lib/libtiff.dylib (found version 4.0.3) CMake Error at CMakeModules/FindQuickTime.cmake:67 (IF): if given arguments: STREQUAL macosx10.7 OR STREQUAL macosx10.8 OR STREQUAL macosx10.9 Unknown arguments specified Call Stack (most recent call first): CMakeLists.txt:595 (FIND_PACKAGE) -- Configuring incomplete, errors occurred! - Looking at CMakeModules/FindQuickTime.cmake, I see the error is coming from the following line: IF(${OSG_OSX_SDK_NAME} STREQUAL macosx10.7 OR ${OSG_OSX_SDK_NAME} STREQUAL macosx10.8 OR ${OSG_OSX_SDK_NAME} STREQUAL macosx10.9) It looks like ${OSG_OSX_SDK_NAME} is not defined at that point. I disabled that part of the .cmake file and I got a similar error in another .cmake file. What can be the problem? Thanks Eduardo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building on Android
The error happens with the default order. I tried changing it, with no success. In case you want to look into this further, you may want to refer to my version that successfully builds with the latest SDK and NDK and with dynamic runtime: https://github.com/Eduardop/osg/tree/osg-android Eduardo On Sun, Oct 7, 2012 at 7:05 AM, Jorge Izquierdo Ciges jori...@gmail.com wrote: It could be possible that the gnustl_static was included in the wrong order, it has happened a few times (depending NDK/Linux version) to me. 2012/10/7 Eduardo Poyart poy...@gmail.com Finally, I was able to build by using the shared runtime (libgnustl_shared). I could not make it work with libgnustl_static. Eduardo On Fri, Oct 5, 2012 at 11:39 AM, Eduardo Poyart poy...@gmail.com wrote: Hello, I'm having a problem building for Android. I can build OSG, but when I try to build the GLES1 example I have these linker errors: /home/eduardo/src/osg/osg-android/obj/local/armeabi-v7a/libosgdb_osg.a(ReaderWri terOSG.o): In function `OSGReaderWriter::setPrecision(osgDB::Output, osgDB::Opt ions const*) const': /home/eduardo/src/osg/OpenSceneGraph/src/osgPlugins/osg/ReaderWriterOSG.cpp:295: undefined reference to `std::basic_istringstreamchar, std::char_traitschar, std::allocatorchar ::basic_istringstream(std::basic_stringchar, std::char_tr aitschar, std::allocatorchar const, std::_Ios_Openmode)' /home/eduardo/src/osg/OpenSceneGraph/src/osgPlugins/osg/ReaderWriterOSG.cpp:313: undefined reference to `std::basic_istringstreamchar, std::char_traitschar, std::allocatorchar ::~basic_istringstream()' /home/eduardo/src/osg/OpenSceneGraph/src/osgPlugins/osg/ReaderWriterOSG.cpp:313: undefined reference to `std::basic_istringstreamchar, std::char_traitschar, std::allocatorchar ::~basic_istringstream()' There are several other errors related to basic_istringstream, basic_stringbuf, type_info and others. It seems like there is a STL incompatibility. I checked, but both osg and the example seem to be being built with the correct STL include path. The linker command is: /usr/local/android-ndk-r8b/toolchains/arm-linux-androideabi-4.6/prebuilt/linux-x 86/bin/arm-linux-androideabi-g++ -Wl,-soname,libosgNativeLib.so -shared --sysroo t=/usr/local/android-ndk-r8b/platforms/android-5/arch-arm ./obj/local/armeabi-v7 a/objs/osgNativeLib/osgNativeLib.o ./obj/local/armeabi-v7a/objs/osgNativeLib/Osg MainApp.o ./obj/local/armeabi-v7a/objs/osgNativeLib/OsgAndroidNotifyHandler.o ./ obj/local/armeabi-v7a/libgnustl_static.a -Wl,--fix-cortex-a8 -L /home/eduardo/s rc/osg/osg-android/obj/local/armeabi-v7a -losgdb_tga -losgdb_osg -losgdb_depreca ted_osgviewer -losgdb_deprecated_osgvolume -losgdb_deprecated_osgtext -losgdb_de precated_osgterrain -losgdb_deprecated_osgsim -losgdb_deprecated_osgshadow -losg db_deprecated_osgparticle -losgdb_deprecated_osgfx -losgdb_deprecated_osganimati on -losgdb_deprecated_osg -losgdb_serializers_osgvolume -losgdb_serializers_osgt ext -losgdb_serializers_osgterrain -losgdb_serializers_osgsim -losgdb_serializer s_osgshadow -losgdb_serializers_osgparticle -losgdb_serializers_osgmanipulator - losgdb_serializers_osgfx -losgdb_serializers_osganimation -losgdb_serializers_os g -losgViewer -losgVolume -losgText -losgSim -losgManipulator -losgGA -losgFX -l osgDB -losgUtil -losg -lOpenThreads -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z ,relro -Wl,-z,now -L/usr/local/android-ndk-r8b/platforms/android-5/arch-arm/usr/ lib -llog -lGLESv1_CM -ldl -lz -lc -lm -o obj/local/armeabi-v7a/libosgNativeLib. so I have the latest OSG SVN version and the latest SDK and NDK. I'm following the instructions in both http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Android and http://www.openscenegraph.com/index.php/documentation/platform-specifics/android/43-building-openscenegraph-for-android-3-0-2. I had to change a few false to NULL in osgNativeLib.cpp to stop gcc from complaining. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building on Android
Finally, I was able to build by using the shared runtime (libgnustl_shared). I could not make it work with libgnustl_static. Eduardo On Fri, Oct 5, 2012 at 11:39 AM, Eduardo Poyart poy...@gmail.com wrote: Hello, I'm having a problem building for Android. I can build OSG, but when I try to build the GLES1 example I have these linker errors: /home/eduardo/src/osg/osg-android/obj/local/armeabi-v7a/libosgdb_osg.a(ReaderWri terOSG.o): In function `OSGReaderWriter::setPrecision(osgDB::Output, osgDB::Opt ions const*) const': /home/eduardo/src/osg/OpenSceneGraph/src/osgPlugins/osg/ReaderWriterOSG.cpp:295: undefined reference to `std::basic_istringstreamchar, std::char_traitschar, std::allocatorchar ::basic_istringstream(std::basic_stringchar, std::char_tr aitschar, std::allocatorchar const, std::_Ios_Openmode)' /home/eduardo/src/osg/OpenSceneGraph/src/osgPlugins/osg/ReaderWriterOSG.cpp:313: undefined reference to `std::basic_istringstreamchar, std::char_traitschar, std::allocatorchar ::~basic_istringstream()' /home/eduardo/src/osg/OpenSceneGraph/src/osgPlugins/osg/ReaderWriterOSG.cpp:313: undefined reference to `std::basic_istringstreamchar, std::char_traitschar, std::allocatorchar ::~basic_istringstream()' There are several other errors related to basic_istringstream, basic_stringbuf, type_info and others. It seems like there is a STL incompatibility. I checked, but both osg and the example seem to be being built with the correct STL include path. The linker command is: /usr/local/android-ndk-r8b/toolchains/arm-linux-androideabi-4.6/prebuilt/linux-x 86/bin/arm-linux-androideabi-g++ -Wl,-soname,libosgNativeLib.so -shared --sysroo t=/usr/local/android-ndk-r8b/platforms/android-5/arch-arm ./obj/local/armeabi-v7 a/objs/osgNativeLib/osgNativeLib.o ./obj/local/armeabi-v7a/objs/osgNativeLib/Osg MainApp.o ./obj/local/armeabi-v7a/objs/osgNativeLib/OsgAndroidNotifyHandler.o ./ obj/local/armeabi-v7a/libgnustl_static.a -Wl,--fix-cortex-a8 -L /home/eduardo/s rc/osg/osg-android/obj/local/armeabi-v7a -losgdb_tga -losgdb_osg -losgdb_depreca ted_osgviewer -losgdb_deprecated_osgvolume -losgdb_deprecated_osgtext -losgdb_de precated_osgterrain -losgdb_deprecated_osgsim -losgdb_deprecated_osgshadow -losg db_deprecated_osgparticle -losgdb_deprecated_osgfx -losgdb_deprecated_osganimati on -losgdb_deprecated_osg -losgdb_serializers_osgvolume -losgdb_serializers_osgt ext -losgdb_serializers_osgterrain -losgdb_serializers_osgsim -losgdb_serializer s_osgshadow -losgdb_serializers_osgparticle -losgdb_serializers_osgmanipulator - losgdb_serializers_osgfx -losgdb_serializers_osganimation -losgdb_serializers_os g -losgViewer -losgVolume -losgText -losgSim -losgManipulator -losgGA -losgFX -l osgDB -losgUtil -losg -lOpenThreads -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z ,relro -Wl,-z,now -L/usr/local/android-ndk-r8b/platforms/android-5/arch-arm/usr/ lib -llog -lGLESv1_CM -ldl -lz -lc -lm -o obj/local/armeabi-v7a/libosgNativeLib. so I have the latest OSG SVN version and the latest SDK and NDK. I'm following the instructions in both http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Android and http://www.openscenegraph.com/index.php/documentation/platform-specifics/android/43-building-openscenegraph-for-android-3-0-2. I had to change a few false to NULL in osgNativeLib.cpp to stop gcc from complaining. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Building on Android
Hello, I'm having a problem building for Android. I can build OSG, but when I try to build the GLES1 example I have these linker errors: /home/eduardo/src/osg/osg-android/obj/local/armeabi-v7a/libosgdb_osg.a(ReaderWri terOSG.o): In function `OSGReaderWriter::setPrecision(osgDB::Output, osgDB::Opt ions const*) const': /home/eduardo/src/osg/OpenSceneGraph/src/osgPlugins/osg/ReaderWriterOSG.cpp:295: undefined reference to `std::basic_istringstreamchar, std::char_traitschar, std::allocatorchar ::basic_istringstream(std::basic_stringchar, std::char_tr aitschar, std::allocatorchar const, std::_Ios_Openmode)' /home/eduardo/src/osg/OpenSceneGraph/src/osgPlugins/osg/ReaderWriterOSG.cpp:313: undefined reference to `std::basic_istringstreamchar, std::char_traitschar, std::allocatorchar ::~basic_istringstream()' /home/eduardo/src/osg/OpenSceneGraph/src/osgPlugins/osg/ReaderWriterOSG.cpp:313: undefined reference to `std::basic_istringstreamchar, std::char_traitschar, std::allocatorchar ::~basic_istringstream()' There are several other errors related to basic_istringstream, basic_stringbuf, type_info and others. It seems like there is a STL incompatibility. I checked, but both osg and the example seem to be being built with the correct STL include path. The linker command is: /usr/local/android-ndk-r8b/toolchains/arm-linux-androideabi-4.6/prebuilt/linux-x 86/bin/arm-linux-androideabi-g++ -Wl,-soname,libosgNativeLib.so -shared --sysroo t=/usr/local/android-ndk-r8b/platforms/android-5/arch-arm ./obj/local/armeabi-v7 a/objs/osgNativeLib/osgNativeLib.o ./obj/local/armeabi-v7a/objs/osgNativeLib/Osg MainApp.o ./obj/local/armeabi-v7a/objs/osgNativeLib/OsgAndroidNotifyHandler.o ./ obj/local/armeabi-v7a/libgnustl_static.a -Wl,--fix-cortex-a8 -L /home/eduardo/s rc/osg/osg-android/obj/local/armeabi-v7a -losgdb_tga -losgdb_osg -losgdb_depreca ted_osgviewer -losgdb_deprecated_osgvolume -losgdb_deprecated_osgtext -losgdb_de precated_osgterrain -losgdb_deprecated_osgsim -losgdb_deprecated_osgshadow -losg db_deprecated_osgparticle -losgdb_deprecated_osgfx -losgdb_deprecated_osganimati on -losgdb_deprecated_osg -losgdb_serializers_osgvolume -losgdb_serializers_osgt ext -losgdb_serializers_osgterrain -losgdb_serializers_osgsim -losgdb_serializer s_osgshadow -losgdb_serializers_osgparticle -losgdb_serializers_osgmanipulator - losgdb_serializers_osgfx -losgdb_serializers_osganimation -losgdb_serializers_os g -losgViewer -losgVolume -losgText -losgSim -losgManipulator -losgGA -losgFX -l osgDB -losgUtil -losg -lOpenThreads -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z ,relro -Wl,-z,now -L/usr/local/android-ndk-r8b/platforms/android-5/arch-arm/usr/ lib -llog -lGLESv1_CM -ldl -lz -lc -lm -o obj/local/armeabi-v7a/libosgNativeLib. so I have the latest OSG SVN version and the latest SDK and NDK. I'm following the instructions in both http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Android and http://www.openscenegraph.com/index.php/documentation/platform-specifics/android/43-building-openscenegraph-for-android-3-0-2. I had to change a few false to NULL in osgNativeLib.cpp to stop gcc from complaining. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] First OSG application on Ipad
Raymond, In case it helps, my port is pretty much up to date, and it avoids cmake problems, dependencies and so on. It works with the latest XCode and it uses ObjectiveC Automatic Reference Counting. It's currently working with GLES1. I mentioned the github address on a previous e-mail on this thread. Eduardo On Wed, May 2, 2012 at 12:11 PM, Raymond de Vries ree...@xs4all.nl wrote: Hi Stephan, Thomas, I would like to follow your procedure to build a set of iOS libs and I am following your instructions in this mail and on the new website (which is progressing nicely btw, congrats!). I have some questions though... In this mail, you mention that cmake nightly build should be usable. In the mean time 2.8.8 is out there so I guess that one should be usable, as also mentioned on the osg iOS page. Now when I try to use cmake 2.8.8 by running 'cmake-gui .' from within the osg svn folder, it doesn't find xcode. Do I need to configure xcode somehow in order to find it? About your github mirror, I am not sure what the status is, or how I should be able to use it. Browsing your mirror, the date of the files is not up-to-date. Could you please explain it a bit more? Thanks a lot! Raymond On 4/21/12 11:40 AM, Stephan Huber wrote: 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
Re: [osg-users] Current state of GLES2
Very clarifying, thank you. I did experiment with ShaderGen and I even patched it to generate GLES2 code. However I'm going in a different direction. My models are simple. I wrote my own shader and added it to the root node. My shader currently has a fixed light position for testing purposes. Now I want to render it with textures. If OSG would detect GLES2 and appropriately write standard-named uniforms for textures, I could just use those names in the shader. Maybe that needs to be done in State::applyModeOnTexUnit, since there is code there for fixed-function Opengl (glEnable(GL_TEXTURE_2D)). If that seems like a good direction, I'll try to do it for textures. The same thing can be done for light positions later. This way I leave ShaderGen out of the way, and it can be improved later. Eduardo On Mon, Apr 23, 2012 at 7:51 AM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Thomas et. al, I won't have a chance to complete the shader composition functionality in the near term so an improved ShaderGen would be welcome. Handling items like lights, texgen and clipplanes will require some handling elsewhere other than with just the standard functionality - we'll need to have the osg::Light, osg::TexGen and osg::ClipPlane all be written as appropriate osg_* uniforms with the values being passed to OpenGL using the current modelview matrix as is done by OpenGL with the fixed function pipeline. This might require amendments to osg::State/osgUtil::RenderStage and the osg::Light, osg::TexGen and osg::ClipPlane, but it might also be possible with just amendments to state attributes if they do a little compute work prior to passing their values to OpenGL as uniforms. I would suggest finding a workable solution for lights then when this works roll it out for the other positional state. Thoughts? Robert. On 23 April 2012 15:16, Thomas Hogarth thomas.hoga...@gmail.com wrote: Yes I have a GLES2 version of shader gen. At the moment it only supports a fixed hardcoded light position, which isn't great but it does support, texturing, lighting etc. I've attached it and we can look at including into core osg, but I think support for at least the initial position of one light source would be good. Also we need to either test for backward compatibility with GL2 or have two versions of ShaderGen in the core. I know Roberts long term goal is to introduce a Shader Composer system (bits and pieces already exist), but this can work as an aid to new developers until then. Let me know how you get on with it. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] First OSG application on Ipad
Hi, Stephan made great work helping iOS development with OSG. I've been extending it by providing Xcode projects built from scratch from Xcode 4.3's template, and by modifying the sample to work with GLES 2, including a simple shader. It should build out of the box. Work on the sample and shader is ongoing, but you can check it out at https://github.com/Eduardop/osg-iOS. On the next few days I'll include texturing on the shader and a textured sample model. Hope that helps! I would gladly appreciate feedback. Eduardo On Sat, Apr 21, 2012 at 3:27 AM, Wojciech Lewandowski w.p.lewandow...@gmail.com wrote: Thanks a lot Stephan. This is tremendous help. And very encouraging. I see it's time to purchase the dev machine and start practical excercisses ;-) Thanks again, Wojtek 2012/4/21 Stephan Huber ratzf...@digitalmind.de 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
[osg-users] iOS and wrappers
Hello, For iOS, is it necessary to use dotosg wrappers (USE_DOTOSGWRAPPER_LIBRARY(osg)) instead of the newer serializer? I tried to use USE_SERIALIZER_WRAPPER_LIBRARY(osg) without success. Thanks Eduardo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Strange line in FileUtils.cpp
Robert, The issue is fixed. Thanks Eduardo On Thu, Apr 19, 2012 at 7:35 AM, Robert Osfield robert.osfi...@gmail.com wrote: HI Eduardo, Thanks for the note, Clang was right to highlight this and your suggested change looks correct to me so I've modified FileUtils.cpp and checked it in. Could you updated to the latest svn/trunk version OSG and let me know if the issue is now fixed. Cheers, Robert. On 18 April 2012 18:23, Eduardo Poyart poy...@gmail.com wrote: Hello, Line 59 in FileUtils.cpp seems strange: #ifdef __IPHONE_4_0 (__IPHONE_OS_VERSION_MIN_REQUIRED = __IPHONE_4_0) Clang warns me about extra tokens at end of #ifdef directive at the . Shouldn't the correct syntax be as below? #if defined( __IPHONE_4_0) (__IPHONE_OS_VERSION_MIN_REQUIRED = __IPHONE_4_0) Cheers Eduardo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] iOS and wrappers
Please disregard my question. After some experimenting, I found out that for the .osg format you have to use: USE_OSGPLUGIN(osg) USE_DOTOSGWRAPPER_LIBRARY(osg) However for .osgb and .osgt formats it should be: USE_OSGPLUGIN(osg2) USE_SERIALIZER_WRAPPER_LIBRARY(osg) Cheers Eduardo On Sun, Apr 22, 2012 at 8:44 AM, Eduardo Poyart poy...@gmail.com wrote: Hello, For iOS, is it necessary to use dotosg wrappers (USE_DOTOSGWRAPPER_LIBRARY(osg)) instead of the newer serializer? I tried to use USE_SERIALIZER_WRAPPER_LIBRARY(osg) without success. Thanks Eduardo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Current state of GLES2
Hello, Just to make sure I'm not missing anything, I'd like to ask this. What is the current state of GLES2 in OSG? What should be done to enable texturing? Similarly to how the osg_ModelViewProjectionMatrix uniform is automatically set for the user's shaders to use, I thought that the texture sampler should be set the same way, with a standard-named uniform. However it doesn't look like that's the case... I couldn't find this uniform. I found that, in State::applyModeOnTexUnit, the code tries to do a glEnable(GL_TEXTURE_2D), which is invalid in GLES2. OpenGL sets the error flag invalid enumerant after that command. Beyond adding a texture sampler to your fragment shader code, what needs to be done to see a textured model with GLES2? Thanks Eduardo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Strange line in FileUtils.cpp
Hello, Line 59 in FileUtils.cpp seems strange: #ifdef __IPHONE_4_0 (__IPHONE_OS_VERSION_MIN_REQUIRED = __IPHONE_4_0) Clang warns me about extra tokens at end of #ifdef directive at the . Shouldn't the correct syntax be as below? #if defined( __IPHONE_4_0) (__IPHONE_OS_VERSION_MIN_REQUIRED = __IPHONE_4_0) Cheers Eduardo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgviewerWX in 2.9.11, Ubuntu 11.04
Thank you for the quick reply. I've asked on the wxWidgets mailing list as well, and they said they made fixes for Unity (Ubuntu 11.04's desktop manager). These fixes are in the wxWidgets 2.8.11 ubuntu package. I'll give it a try. I was using wxWidgets 2.9.1 compiled from source, but it looks like the most active wxWidgets development happens on the 2.8 branch. Thanks Eduardo 2011/4/30 Charles Cossé cco...@gmail.com Hi Eduardo, Hopefully my response won't preclude anyone else from helping you too ... Did you re-compile/re-link your application? Do you know whether wx got upgraded automatically on 11.04? I am running 10.10 and wx version is 2.8 ... though the default was 2.6 (wx version i'm talking) ... maybe you had 2.6 and ubuntu 11.04 upgraded you to wx-2.8? If so then you'd clearly need to rebuild/relink ... try something like cmake clean if your build file has a clean target defined, otherwise it might be using something out-of-date. Other ideas ... ummm ... does anything having to do with wx work? try the demo! write a wx-hello-world and get something back. keep poking it in different ways until the problem reveals itself. good luck Charles Cosse On Fri, Apr 29, 2011 at 11:52 PM, Eduardo Poyart poy...@gmail.com wrote: Hello I'm using OSG 2.9.11 and wxWidgets 2.9.1. I recently upgraded to Ubuntu 11.04. After I upgraded and rebuilt, osgviewerWX stopped working. The window simply does not appear on screen. My application stopped working too. The viewer is never realized. Can anyone please point me where to investigate? Thanks Eduardo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- AsymptopiaSoftware|Software@theLimit http://www.asymptopia.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgviewerWX in 2.9.11, Ubuntu 11.04
Hello I'm using OSG 2.9.11 and wxWidgets 2.9.1. I recently upgraded to Ubuntu 11.04. After I upgraded and rebuilt, osgviewerWX stopped working. The window simply does not appear on screen. My application stopped working too. The viewer is never realized. Can anyone please point me where to investigate? Thanks Eduardo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG-based excavator simulator
Hello Jean-Sebastien, Congratulations on the visual quality, it's really good. I'm curious about the shadows, did you use OSG's shadow system for them? Cheers Eduardo On Tue, Apr 19, 2011 at 12:41 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi all, I just wanted to give you guys a heads up about a prototype project we worked on lately, and which I think looks great. There's a video of it on our YouTube channel: http://www.youtube.com/user/vortexsim#p/u/1/RhJR0qQJfAQ (set it to 1080p if you can) We did that demo in 3 weeks (2 people for graphics and physics programming, one modeler for the excavator model). Quick list of effects specific to this project: - Normal mapping - Specular mapping - Reflection mapping - HDR (using osgPPU) - Soil uses hardware instancing for the many small rocks - Mound of earth uses vertex texture fetch to render the height field (displace vertices, calculate normals in vertex shader) - Dust particles rendered with soft particle technique (depth buffer test) to avoid hard edges It's the most GPU-intensive simulator we've ever done, and it looks great, and it's OSG-based, so I thought I'd show it to anyone who's interested. :-) While you're on our YouTube page you can have a look at the other cool things we've done in the past, the offshore and port crane simulators are recent projects and are very nice as well (and they use osgOcean :-) ). http://www.youtube.com/user/vortexsim#p/u/9/KBGr74TMTrU http://www.youtube.com/user/vortexsim#p/u/0/dZeQ-eBrBDk Thanks, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] IOS and XCode 4
Hello, Here's another useful information about the Symbols Hidden By Default problem. I have a Mac OS X application (not iOS). It built and ran ok on Xcode 4 in Debug mode. In Release mode, it wasn't receiving any mouse clicks or keyboard input. After a couple of hours of tracking down, I was able to make it work by setting Symbols Hidden By Default to No. When I had the problem occurring (with Symbols... set to Yes), I noticed by stepping through the code that the event made it as far as this line in EventQueue: void mouseButtonPress(float x, float y, unsigned int button) { mouseButtonPress(x, y, button, getTime()); } But the code flow didn't enter the mouseButtonPress 4-argument function. It just returned from there. I assume that symbol was hidden... ;) Thinking about what would be a definitive fix for this problem... would it help if Cmake makes OSG compile with Symbols Hidden By Default = Yes for Release? Xcode projects, by default, have this option set to No for debug and Yes for release. Other than the problem I described, the transition to Xcode 4 was quite painless. Cheers Eduardo On Fri, Apr 1, 2011 at 4:22 PM, Thomas Hogarth thomas.hoga...@gmail.comwrote: Hi all Just wanted to share my experiences of IOS with XCode 4.0, I guess some of this will be XCode 4.0 in General I rather foolishly upgraded my IPod to IOS 4.3, when I next tried to launch my app on it I was told XCode couldn't use the device anymore. After downloading the 4.3 GB XCode 4.0 with the new IOS SDK (What?), I installed, rebuilt OpenSceneGraph and my lib then tried to build and launch my app. Only to be presented with the following link error. ld: bad codegen, pointer diff in hogbox::Page::isSameKindAs(osg::Object const*) constto global weak symbol typeinfo for osg::Objectfor architecture armv7 collect2: ld returned 1 exit status Command /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/g++-4.2 failed with exit code 1 Strange one ay, hogbox::Page just inherits from osg::Object and was fine before. It turned out there is a new setting in the target Build settings called 'Symbols Hidden By Default', OSGs CMake system seems to set this to NO. When I opened my actual app project which was XCode 3 it set this setting to default YES. So then linking failed against OSG. Setting to NO as it is for OSG fixed the issue. I also had trouble locating my app bundle once built, check this out http://forums.macrumors.com/showthread.php?t=1124465 My advise overall is be prepared to be frustrated if you upgrade to XCode 4.0, as they have decided to pretty much change every single aspect of it. Took me 20 mins to even work out how to build in release :(. But on the plus side the CMake system stil works with it and OSG is now tested and working against IOS 4.3. Cheers Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Saving ProxyNode
Hello, In my application, I need to give the user an option to save a file to .osgb with all the references (ProxyNodes) copied inside the file. In other words, the resulting file should have everything residing in it for distribution purposes. Is there an example on how to do that? Does it have to be done manually? (i.e. traverse the scene, look for all ProxyNodes, load the corresponding file, replace the ProxyNode with the loaded node - and store the ProxyNode somewhere so that it can be restored after I save the scene?) Thanks Eduardo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Add ancillary data file to an archive
I see. That's an alternative. The only thing is if I have more than one I have to serialize my collection class as well. The way I did it so far, by making my data items as osg::Nodes, I could add all of them to the root group and I didn't need to serialize the collection. But I'll think about the alternative. Thanks, much helpful! Eduardo On Tue, Mar 29, 2011 at 6:31 AM, Thrall, Bryan bryan.thr...@flightsafety.com wrote: Eduardo Poyart wrote on 2011-03-28: But I can't add an osg::Object to an osg::Group... I want my data to be saved with the scene, so I made it derive from osg::Node and added it to my root group. Unless there is another way? You can add it as user data (see osg::Object::setUserData()) if it is an osg::Object. It looks like user data is serialized. On Mon, Mar 28, 2011 at 11:00 AM, Robert Osfield robert.osfi...@gmail.com wrote: On Mon, Mar 28, 2011 at 6:52 PM, Eduardo Poyart poy...@gmail.com wrote: I did it with the serializers. The document on the Wiki helped a lot. I would be lost without it. The only funny thing is that I had to make my class derive from Node and add it to the scene graph, even though it's not graphics related at all! I don't know the specifics of your case, but serializers work for any object subclassed from osg::Object so there isn't any need to subclass from osg::Node. So if you hadsome custom user data you could subclass from osg::Object and then provide the serializers for this subclass and in theory the serilizers should then output your object. -- Bryan Thrall FlightSafety International bryan.thr...@flightsafety.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Serializer bug: not writing double-precision to osgt
I'm on 2.9.9. Sorry, I don't know if it happens on trunk... Do you remember specifically changing the way the serializer outputs doubles in case of an ascii output? It could be because, by default, ostream's operator uses float precision, even if you're outputting a double. Thanks Eduardo On Mon, Mar 28, 2011 at 1:00 AM, Robert Osfield robert.osfi...@gmail.comwrote: HI Eduardo, Which version of the OSG are you using? A few months back I did some bug fixes for the serializers that related to Matrix output. If the problem still exists in svn/trunk then please post a small example that reproduces the problem so we can have a look at it. Thanks, Robert. On Mon, Mar 28, 2011 at 3:52 AM, Eduardo Poyart poy...@gmail.com wrote: Hello, If I use an ADD_MATRIXD_SERIALIZER to write my osg::Matrixd to an osgt file, the serializer writes single-precision instead of double-precision. Writing to osgb files work fine. It's likely this happens with all float data, not just Matrixd. Is it a known problem? Thanks Eduardo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Add ancillary data file to an archive
I did it with the serializers. The document on the Wiki helped a lot. I would be lost without it. The only funny thing is that I had to make my class derive from Node and add it to the scene graph, even though it's not graphics related at all! Thanks Eduardo On Mon, Mar 28, 2011 at 12:57 AM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Eduardo, On Sun, Mar 27, 2011 at 11:31 AM, Eduardo Poyart poy...@gmail.com wrote: There seems to be no easy way to do this. I read the Serialization page on the wiki. I decided to go ahead and make my data class derive from Node and write a wrapper for it. Actually the I'd say the serializers are the easy way to do what you want. There are plenty of macro's to help the writing of the wrappers, and all the examples of how to do in the directories in src/osgWrappers/serializers. I've found the wrappers very easy to write, it just take a small learning curve but once you've done one wrapper, it should be pretty straightfoward. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Add ancillary data file to an archive
But I can't add an osg::Object to an osg::Group... I want my data to be saved with the scene, so I made it derive from osg::Node and added it to my root group. Unless there is another way? Eduardo On Mon, Mar 28, 2011 at 11:00 AM, Robert Osfield robert.osfi...@gmail.comwrote: HI Eduardo, On Mon, Mar 28, 2011 at 6:52 PM, Eduardo Poyart poy...@gmail.com wrote: I did it with the serializers. The document on the Wiki helped a lot. I would be lost without it. The only funny thing is that I had to make my class derive from Node and add it to the scene graph, even though it's not graphics related at all! I don't know the specifics of your case, but serializers work for any object subclassed from osg::Object so there isn't any need to subclass from osg::Node. So if you had some custom user data you could subclass from osg::Object and then provide the serializers for this subclass and in theory the serilizers should then output your object. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Add ancillary data file to an archive
There seems to be no easy way to do this. I read the Serialization page on the wiki. I decided to go ahead and make my data class derive from Node and write a wrapper for it. On Sat, Mar 26, 2011 at 4:08 PM, Eduardo Poyart poy...@gmail.com wrote: Hello, In my application I need to create a file that consists of essentially an OSGB file plus ancillary data. I have this ancillary data in either an external binary file or an in-memory buffer. I thought I could use osg::Archive to do the archiving and to handle the OSGB data. If I can write a class that derives from osg::Object (called something like AncillaryData) and that implements the interfaces to save/load a memory buffer to an archive, I thought it could fit nicely into the osg::Archive paradigm. AncillaryData would be able to save/load data that is opaque to all of OSG and that is handled only by my application. Would it be a good way to go? Is it better to do it differently? Any pointers? Thanks Eduardo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Serializer bug: not writing double-precision to osgt
Hello, If I use an ADD_MATRIXD_SERIALIZER to write my osg::Matrixd to an osgt file, the serializer writes single-precision instead of double-precision. Writing to osgb files work fine. It's likely this happens with all float data, not just Matrixd. Is it a known problem? Thanks Eduardo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Add ancillary data file to an archive
Hello, In my application I need to create a file that consists of essentially an OSGB file plus ancillary data. I have this ancillary data in either an external binary file or an in-memory buffer. I thought I could use osg::Archive to do the archiving and to handle the OSGB data. If I can write a class that derives from osg::Object (called something like AncillaryData) and that implements the interfaces to save/load a memory buffer to an archive, I thought it could fit nicely into the osg::Archive paradigm. AncillaryData would be able to save/load data that is opaque to all of OSG and that is handled only by my application. Would it be a good way to go? Is it better to do it differently? Any pointers? Thanks Eduardo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidgets performance problem
Resolved. I removed all of those Boxes and performance is good now. Boxes are very heavy when resizing. Cheers Eduardo On Mon, Feb 7, 2011 at 2:26 AM, Eduardo Poyart poy...@gmail.com wrote: Hello, I'm using osgWidgets and I have a hierarchy that starts with a osgWidget::Frame, and it has other widgets inside. This is the hierarchy: Frame | Box | | Frame | | | Box | | | | Canvas | | | | | Frame | | | | | | Box | | | | | Frame | | | | | | Box | | | | | Frame | | | | | | Box ... There are about 8 to 10 Frame/Box sets, inside that last Canvas. This Frame is a toolbar in my application. I'm animating its height to perform a smooth collapse when the user clicks the close button. The problem is: during this collapse the performance gets severely reduced. The status info shows that the Event traversal is taking a long time. On Windows the problem is worse: the performance gets reduced to ~1 fps. On Linux, even though the performance penalty isn't that big, it's still noticeable. My resize function invokes Frame::resizeFrame, Frame::setOrigin and Frame::update at the top level Frame. Any tips on what could be going on? Why would a widget resize cause so much activity in the Event traversal? I only resize widgets on osgGA::GUIEventAdapter::FRAME events (once per frame). Thanks Eduardo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Line-laser based, 3D point cloud capture from camera
They were ok when using a high quality HD camera (which recorded to a memory card and then I transferred the file to the computer, so it wasn't real-time). I didn't construct the back planes very well though. I didn't spend too much time on it. Cheers Eduardo On Thu, Feb 10, 2011 at 1:30 AM, Martin Naylor martinnay...@virginmedia.com wrote: Morning J What were the results like? I tried with a red laser, need to get a green one and try that, supposed to be much better results with a green one. Cheers Martin. *From:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Eduardo Poyart *Sent:* 10 February 2011 06:13 *To:* osg-users@lists.openscenegraph.org *Subject:* Re: [osg-users] Line-laser based, 3D point cloud capture from camera http://www.david-laserscanner.com/ Due to that post, I bought a line laser and tried out the software! :) Cheers Eduardo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidgets and double click
Jeremy, If you do that I will be eternally grateful!!! I noticed it returns null and I started to try to figure out a way to do it, but it seems that it's not trivial because of the intersection tests and z layer tests. If somehow you can't get around to doing it, please let me know and give me some pointers (i.e. is it a question of factoring out the intersection tests from the single-click so that they are used for the double-click?) Thanks Eduardo On Wed, Feb 9, 2011 at 6:54 AM, Jeremy Moles jer...@emperorlinux.comwrote: On Wed, 2011-02-09 at 09:42 -0500, Jeremy Moles wrote: On Tue, 2011-02-08 at 16:59 -0800, Eduardo Poyart wrote: Hello, It seems like osgWidgets doesn't support double-click. Well, osgWidget doesn't support or not support it, it's really a feature of the event handler you have set. The default one is in: src/osgWidget/ViewerEventHandler.cpp ..and I certainly do see some code in there referring to DOUBLECLICK. However, when I wrote that way back I can't say for sure I ever did a doubleclick test. I'll try and check it out later, if you don't get to it first. Okay, I just took a look and the doubleClick handler just returns false. It looks like I never got around to it. It won't be hard to add, maybe I can do it later tonight hopefully. What would be a good way to implement it? Timing the clicks on my widget manager doesn't work, because I always miss the second click. I think that is because OSG's event handler is translating the second click into a double-click and osgWidgets never gets informed about the double-click. I'm willing to submit a patch for osgWidgets, but I would like some guidance on the right direction. Thanks Eduardo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Line-laser based, 3D point cloud capture from camera
http://www.david-laserscanner.com/ Due to that post, I bought a line laser and tried out the software! :) Cheers Eduardo On Wed, Feb 9, 2011 at 11:35 AM, Ted Morris ted.mor...@gmail.com wrote: Hi, I accidentally submitted the last post with a horrible subject line. So this is a repost. I seem to recall recent a post perhaps about a month ago about sofware to capture 3D objects using a laser generated line and camera. Would anyone have recollection or info on that? I'm very sorry for the 'double-post'!, Cheers, Ted Thank you! Cheers, Ted -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36505#36505 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgWidgets and double click
Hello, It seems like osgWidgets doesn't support double-click. What would be a good way to implement it? Timing the clicks on my widget manager doesn't work, because I always miss the second click. I think that is because OSG's event handler is translating the second click into a double-click and osgWidgets never gets informed about the double-click. I'm willing to submit a patch for osgWidgets, but I would like some guidance on the right direction. Thanks Eduardo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgWidgets performance problem
Hello, I'm using osgWidgets and I have a hierarchy that starts with a osgWidget::Frame, and it has other widgets inside. This is the hierarchy: Frame | Box | | Frame | | | Box | | | | Canvas | | | | | Frame | | | | | | Box | | | | | Frame | | | | | | Box | | | | | Frame | | | | | | Box ... There are about 8 to 10 Frame/Box sets, inside that last Canvas. This Frame is a toolbar in my application. I'm animating its height to perform a smooth collapse when the user clicks the close button. The problem is: during this collapse the performance gets severely reduced. The status info shows that the Event traversal is taking a long time. On Windows the problem is worse: the performance gets reduced to ~1 fps. On Linux, even though the performance penalty isn't that big, it's still noticeable. My resize function invokes Frame::resizeFrame, Frame::setOrigin and Frame::update at the top level Frame. Any tips on what could be going on? Why would a widget resize cause so much activity in the Event traversal? I only resize widgets on osgGA::GUIEventAdapter::FRAME events (once per frame). Thanks Eduardo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Event timing problem
Hello, I have an event timing problem when using OSG with wxWidgets. I'm building my application on top of osgViewer and wxWidgets, and using CameraManipulators. The problem is that, when I started using wxWidgets, mouse move event time stamps became delayed about 0.8 seconds from frame time stamps. When there is a mouse move event, the OSGCanvas class (from the wxWidgets sample) does: _graphics_window-getEventQueue()-mouseMotion(event.GetX(), event.GetY()); This adds an event with a time stamp that comes from: osg::Timer::instance()-delta_s(_startTick, osg::Timer::instance()-tick()); When there is a frame event, osgViewer::Viewer::eventTraversal does: _eventQueue-frame( getFrameStamp()-getReferenceTime() ); The mouse move time stamps that come from wxWidgets are approximately 0.8 seconds later than the frame time stamps. This messes up the event system at the osgGA level. I'm planning to abandon the osgGA method of storing a queue of 2 mouse events. I can use a mouse_move() handler that just updates the mouse position variables, and a frame() handler that actually performs the movement. This way the timings in the eventAdapters can be ignored. However I'm still curious. What could be happening? Is there any other way around it? Has anyone experienced this problem while using wxWdgets and osgGA matrix manipulators? Thank you Eduardo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How Camera Manipulators Work
Thanks for the pointer. I'll do that as soon as possible. About the manipulator classes, I'm at a point in my project where I can decide whether to make my manipulators extend from FirstPersonManipulator, or maybe from StandardManipulator, or maybe directly from CameraManipulator. And by coincidence I read your thread about changing the camera manipulators, hence my question. How likely are these classes to change? Thanks Eduardo On Wed, Oct 20, 2010 at 1:35 AM, Robert Osfield robert.osfi...@gmail.comwrote: HI Eduadro, If you've spotted what you think is a bug and have a fix then please submit the whole modified files to osg-submissions. Thanks, Robert. On Wed, Oct 20, 2010 at 2:24 AM, Eduardo Poyart poy...@gmail.com wrote: Hi, Does it mean the manipulator classes in osgGA will change and become deprecated in the near future? On a related issue, I found a bug in FlightManipulator. The code in performMovementRightMouseButton should probably be: _velocity -= eventTimeDelta * (_acceleration + fabs(_velocity)); The fabs is missing, which causes problems with negative velocities. performMovementRightMouseButton needs to be similarly changed. Cheers Eduardo On Tue, Oct 19, 2010 at 4:35 PM, Brad Huber br...@procerusuav.com wrote: Matt, You might take a look at the osgEarth project. The osgEarthUtil::EarthManipulator (a CameraManipulator) that they are using allows remapping of inputs to actions. For example you can program what keys do and what mouse buttons and scrollwheels do. I'm not sure that it achieves a full decoupling that you're driving at, but might be worth a look. -Brad -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Matt Caron Sent: Tuesday, October 19, 2010 9:58 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] How Camera Manipulators Work Chuck, I think I'm gonna come back to this thread in a little while with a proposed project to realize the mapping that has been discussed over the past few entries. Maybe you can take a look at the proposal and give some feedback? I agree that most users probably find the current manipulators usable with some tweaking, but for such an object oriented and modularized system, I hate to think that the typical user is out there adjusting source code for the manipulator and then calling it something else. I think this part of the system is just far too tangled in its logic and should be opened up for extensibility purposes. For those who find the current manipulators to be useful, theres no reason we can't provide a factory to hand out all the versions of manipulators that people are used to - mapped to the IO that people are used toso I think we can keep it equally simple for users who don't want extensibility, but at the same time we can make new manipulators far easier for those of us with unusual IO devices, or unusual manipulator logic. At the moment I'd say my two primary goals for this camera re-write are: 1) Separation of IO from Camera Manipulators 2) Pluggable IO system with regard to Camera Manipulators 3) Factory(s) to build the manipulators everyone is used to Thanks. Matt -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32867#32867 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How Camera Manipulators Work
Hi, Does it mean the manipulator classes in osgGA will change and become deprecated in the near future? On a related issue, I found a bug in FlightManipulator. The code in performMovementRightMouseButton should probably be: _velocity -= eventTimeDelta * (_acceleration + fabs(_velocity)); The fabs is missing, which causes problems with negative velocities. performMovementRightMouseButton needs to be similarly changed. Cheers Eduardo On Tue, Oct 19, 2010 at 4:35 PM, Brad Huber br...@procerusuav.com wrote: Matt, You might take a look at the osgEarth project. The osgEarthUtil::EarthManipulator (a CameraManipulator) that they are using allows remapping of inputs to actions. For example you can program what keys do and what mouse buttons and scrollwheels do. I'm not sure that it achieves a full decoupling that you're driving at, but might be worth a look. -Brad -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Matt Caron Sent: Tuesday, October 19, 2010 9:58 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] How Camera Manipulators Work Chuck, I think I'm gonna come back to this thread in a little while with a proposed project to realize the mapping that has been discussed over the past few entries. Maybe you can take a look at the proposal and give some feedback? I agree that most users probably find the current manipulators usable with some tweaking, but for such an object oriented and modularized system, I hate to think that the typical user is out there adjusting source code for the manipulator and then calling it something else. I think this part of the system is just far too tangled in its logic and should be opened up for extensibility purposes. For those who find the current manipulators to be useful, theres no reason we can't provide a factory to hand out all the versions of manipulators that people are used to - mapped to the IO that people are used toso I think we can keep it equally simple for users who don't want extensibility, but at the same time we can make new manipulators far easier for those of us with unusual IO devices, or unusual manipulator logic. At the moment I'd say my two primary goals for this camera re-write are: 1) Separation of IO from Camera Manipulators 2) Pluggable IO system with regard to Camera Manipulators 3) Factory(s) to build the manipulators everyone is used to Thanks. Matt -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32867#32867 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgviewerd pdb file
Hello, There seems to be a little problem with the generation of the pdb file for osgviewerd on Windows/Visual Studio. The problem is that both the application osgviewerd.exe and the dll osgviewerd.dll are set up to generate the same pdb file. Consequently, the pdb for the exe overwrites the pdb for the dll. When I try to debug my code (my own viewer), it finds no symbols for osgviewerd.dll. Changing the project settings for osgviewerd.exe to make it generate a pdb with a different name, like osgviewerd-app.pdb, fixed it for me. Hoping this will save someone some headache. Cheers Eduardo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgviewerd pdb file
Hi, My OSG_MSVC_VERSIONED_DLL flag is on. My CMake is version 2.8.2. I'm using Visual Studio 2008, Windows 7. I did almost no changes to the default CMake configuration. I don't remember exactly what changes I did, but I think I just enabled it to build applications and examples. This is a mostly clean and default install of OSG 2.9.9. Maybe it happens to other people as well? Thanks a lot for the help! Eduardo On Wed, Oct 13, 2010 at 7:46 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hello Eduardo, I'm not doing a static build, and I didn't intentionally disable SO version prefixes. However my dlls don't have prefixes, except some of them have the osgdb prefix. It's strange. For example, is it correct to have a osgdb_osgviewerd.dll file? How could I check the SO version prefix setting? OK a few questions in quick succession here. :-) Yes osgdb_osgviewerd.dll is normal, it is a plugin that loads osgViewer configuration files. It's not the DLL for the osgViewer library itself, and not related to the osgviewer application either (other than the fact that the app can read the config files with the help of the plugin... sheesh, this is convoluted sometimes :-) ) Your main OSG DLLs, such as for the osg, osgDB, osgGA, osgUtil, osgViewer etc. libraries, should all have prefixes by default. For background information, the prefixes are there so that an app will load the right OSG DLL if multiple versions of OSG are on your system path. And if they had been used you wouldn't ever have had the problem you mentioned :-) What version of Visual Studio are you building with? 2005, 2008, 2010? In CMake, could you enable Advanced View, and then check the setting OSG_MSVC_VERSIONED_DLL. It should be enabled by default, and this is what should add the prefixes. If this setting is not enabled by default for you, we should try to find out why. Just enabling the setting will fix your problem for now, but others may encounter it in the long run. This is the code in the root CMakeLists.txt that enables this setting by default: IF(MSVC) IF(${CMAKE_MAJOR_VERSION} EQUAL 2 AND ${CMAKE_MINOR_VERSION} EQUAL 4 AND ${CMAKE_PATCH_VERSION} LESS 7) # ... ELSE() OPTION(OSG_MSVC_VERSIONED_DLL Set to ON to build OpenSceneGraph with versioned dll names ON) MARK_AS_ADVANCED(OSG_MSVC_VERSIONED_DLL) So, you should fall into that else() - meaning that your compiler is MSVC, and your CMake version should be greater than or equal to 2.4.7. Is that the case? If you fall into the second IF(), then that disables the version prefix. But CMake 2.4.6 and less is so old I doubt you have that... We'll investigate further once you've checked these first few things. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How Camera Manipulators Work
That also has another implication. If you're making a camera manipulator that needs to modify the projection matrix, then you need to put in some other mechanism in your own code to get the projection matrix that the manipulator would calculate to the camera. Because the only thing that will happen automatically when using a camera manipulator is that getInverseMatrix() will be called to get an updated view matrix each frame, nothing will be done about the projection matrix at all. I've always found that weird... A more general camera manipulator should have a mechanism to alter any relevant property of the camera, not just the view matrix... It could even have a pointer to the camera, which IMHO would have been a more straightforward and clear design, at the cost of higher coupling. The class that manipulates the view matrix is a MatrixManipulator... Maybe it would be an elegant solution to just use another MatrixManipulator to manipulate the projection matrix...? Eduardo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How Camera Manipulators Work
On Wed, Oct 6, 2010 at 5:04 PM, Eduardo Poyart poy...@gmail.com wrote: That also has another implication. If you're making a camera manipulator that needs to modify the projection matrix, then you need to put in some other mechanism in your own code to get the projection matrix that the manipulator would calculate to the camera. Because the only thing that will happen automatically when using a camera manipulator is that getInverseMatrix() will be called to get an updated view matrix each frame, nothing will be done about the projection matrix at all. I've always found that weird... A more general camera manipulator should have a mechanism to alter any relevant property of the camera, not just the view matrix... It could even have a pointer to the camera, which IMHO would have been a more straightforward and clear design, at the cost of higher coupling. The class that manipulates the view matrix is a MatrixManipulator... Maybe it would be an elegant solution to just use another MatrixManipulator to manipulate the projection matrix...? Ops, it's actually called CameraManipulator... but I've been thinking of it as a matrix manipulator. Anyway the suggestion is still valid. Eduardo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How Camera Manipulators Work
I think the function the original poster is looking for is, e.g.: bool DriveManipulator::calcMovement(). Eduardo On Tue, Oct 5, 2010 at 12:00 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Tom, [...] so that next time getMatrix() is called, the updated matrix reflects the changes that were made. That's almost right - getInverseMatrix() is the method that's called by the view(er) each frame. ;-) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Missing plugins
I have OSG configured on Mac OS X with almost all optional dependencies (except the big ones like Qt, etc). I installed them using MacPorts. I suggest you use it, it's a breeze to install, it solves countless hours of headache. Eduardo On Tue, Sep 21, 2010 at 2:57 AM, Daryl Lee da...@daryllee.com wrote: Hi, I've got osgViewer running, but when I try osgviewer --image osg256.png (pg. 8 of the Quick Start Guide) I get an error, failing to load the PNG viewer plugin. I looked at the plugins folder and can't find anything with png in the name. I opened CMake-gui and inspected the configuration output and see these three lines: Could NOT find JPEG (missing: JPEG_LIBRARY JPEG_INCLUDE_DIR) Could NOT find PNG (missing: PNG_LIBRARY PNG_PNG_INCLUDE_DIR) Could NOT find TIFF (missing: TIFF_LIBRARY TIFF_INCLUDE_DIR) So I dutifully added the six missing values, pointing them to what I think might be correct folders and paths, and click Configure. The six new entries that I made disappear and the three lines of output are still there. So what do I need to do to get plugins for those filetypes? I'm doing all this on a MinGW/MSYS system. I haven't tried it yet on my MacOSX system. Cheers, Daryl -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31884#31884 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Build error on OS X in examples_osgviewerCocoa
Hello, I've sent this e-mail to osg-users@lists.openscenegraph.org but I didn't receive it on the list. I'm re-sending it just in case. Here is my problem: When building OpenSceneGraph on OS X 10.6.4 and creating application bundles, I have the error below, on the examples_osgviewerCocoa target. It happened on OSG 2.9.8 and it's still happening on 2.9.9. This only happens when I set cmake to build application bundles, and only on examples_osgviewerCocoa. A Copy Files step is set up with a path of ../., which Xcode doesn't like. I think recreating the examples_osgviewerCocoa target should fix it for me, but there must be a way to fix it in the cmake configuration files... or is no one else getting this? Thanks Eduardo -- PBXCp /Users/epoyart/OpenSceneGraph-2.9.9-build/bin/Debug/osgviewerCocoad.app/Contents/MacOS/.././Info.plist examples/osgviewerCocoa/Info.plist cd /Users/epoyart/OpenSceneGraph-2.9.9 /Developer/Library/PrivateFrameworks/DevToolsCore.framework/Resources/pbxcp -exclude .DS_Store -exclude CVS -exclude .svn -strip-debug-symbols -resolve-src-symlinks /Users/epoyart/OpenSceneGraph-2.9.9/examples/osgviewerCocoa/Info.plist /Users/epoyart/OpenSceneGraph-2.9.9-build/bin/Debug/osgviewerCocoad.app/Contents/MacOS/../. pbxcp: error: open(): /Users/epoyart/OpenSceneGraph-2.9.9-build/bin/Debug/osgviewerCocoad.app/Contents/MacOS/.././Info.plist [/SourceCache/pbx_tools/pbx_tools-1706/pbxcp/file_utils.m:420]: No such file or directory Command /Developer/Library/PrivateFrameworks/DevToolsCore.framework/Resources/pbxcp failed with exit code 1 - ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] examples_osgviewerCocoa build error on OS X
Hello, When building OpenSceneGraph on OS X 10.6.4 and creating application bundles, I have the following error on examples_osgviewerCocoa. It happened on OSG 2.9.8 and it's still happening on 2.9.9. This only happens when I set cmake to build application bundles, and only on examples_osgviewerCocoa. A Copy Files step is set up with a path of ../., which Xcode doesn't like. I think recreating the examples_osgviewerCocoa target should fix it for me, but there must be a way to fix it in the cmake configuration files... or is no one else getting this? Thanks Eduardo -- PBXCp /Users/epoyart/OpenSceneGraph-2.9.9-build/bin/Debug/osgviewerCocoad.app/Contents/MacOS/.././Info.plist examples/osgviewerCocoa/Info.plist cd /Users/epoyart/OpenSceneGraph-2.9.9 /Developer/Library/PrivateFrameworks/DevToolsCore.framework/Resources/pbxcp -exclude .DS_Store -exclude CVS -exclude .svn -strip-debug-symbols -resolve-src-symlinks /Users/epoyart/OpenSceneGraph-2.9.9/examples/osgviewerCocoa/Info.plist /Users/epoyart/OpenSceneGraph-2.9.9-build/bin/Debug/osgviewerCocoad.app/Contents/MacOS/../. pbxcp: error: open(): /Users/epoyart/OpenSceneGraph-2.9.9-build/bin/Debug/osgviewerCocoad.app/Contents/MacOS/.././Info.plist [/SourceCache/pbx_tools/pbx_tools-1706/pbxcp/file_utils.m:420]: No such file or directory Command /Developer/Library/PrivateFrameworks/DevToolsCore.framework/Resources/pbxcp failed with exit code 1 - ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org