Re: [osg-users] Configure failure on OSX 10.8.3 - OSG_OSX_SDK_NAME

2013-05-06 Thread Eduardo Poyart
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
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Re: [osg-users] Configure failure on OSX 10.8.3 - OSG_OSX_SDK_NAME

2013-05-06 Thread Eduardo Poyart
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
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[osg-users] Configure failure on OSX 10.8.3 - OSG_OSX_SDK_NAME

2013-05-04 Thread Eduardo Poyart
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
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Re: [osg-users] Building on Android

2012-10-08 Thread Eduardo Poyart
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.
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Re: [osg-users] Building on Android

2012-10-06 Thread Eduardo Poyart
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.
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[osg-users] Building on Android

2012-10-05 Thread Eduardo Poyart
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.
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Re: [osg-users] First OSG application on Ipad

2012-05-03 Thread Eduardo Poyart
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

2012-04-23 Thread Eduardo Poyart
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.
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Re: [osg-users] First OSG application on Ipad

2012-04-22 Thread Eduardo Poyart
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

2012-04-22 Thread Eduardo Poyart
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
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Re: [osg-users] Strange line in FileUtils.cpp

2012-04-22 Thread Eduardo Poyart
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
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Re: [osg-users] iOS and wrappers

2012-04-22 Thread Eduardo Poyart
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
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[osg-users] Current state of GLES2

2012-04-22 Thread Eduardo Poyart
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
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[osg-users] Strange line in FileUtils.cpp

2012-04-18 Thread Eduardo Poyart
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
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Re: [osg-users] osgviewerWX in 2.9.11, Ubuntu 11.04

2011-04-30 Thread Eduardo Poyart
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

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[osg-users] osgviewerWX in 2.9.11, Ubuntu 11.04

2011-04-29 Thread Eduardo Poyart
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
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Re: [osg-users] OSG-based excavator simulator

2011-04-19 Thread Eduardo Poyart
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
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Re: [osg-users] IOS and XCode 4

2011-04-06 Thread Eduardo Poyart
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









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[osg-users] Saving ProxyNode

2011-03-30 Thread Eduardo Poyart
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
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Re: [osg-users] Add ancillary data file to an archive

2011-03-29 Thread Eduardo Poyart
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.
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Re: [osg-users] Serializer bug: not writing double-precision to osgt

2011-03-28 Thread Eduardo Poyart
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
 
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Re: [osg-users] Add ancillary data file to an archive

2011-03-28 Thread Eduardo Poyart
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.
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Re: [osg-users] Add ancillary data file to an archive

2011-03-28 Thread Eduardo Poyart
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.
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Re: [osg-users] Add ancillary data file to an archive

2011-03-27 Thread Eduardo Poyart
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


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[osg-users] Serializer bug: not writing double-precision to osgt

2011-03-27 Thread Eduardo Poyart
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
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[osg-users] Add ancillary data file to an archive

2011-03-26 Thread Eduardo Poyart
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
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Re: [osg-users] osgWidgets performance problem

2011-02-21 Thread Eduardo Poyart
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


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Re: [osg-users] Line-laser based, 3D point cloud capture from camera

2011-02-10 Thread Eduardo Poyart
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









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Re: [osg-users] osgWidgets and double click

2011-02-09 Thread Eduardo Poyart
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
  
  
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Re: [osg-users] Line-laser based, 3D point cloud capture from camera

2011-02-09 Thread Eduardo Poyart
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

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[osg-users] osgWidgets and double click

2011-02-08 Thread Eduardo Poyart
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
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[osg-users] osgWidgets performance problem

2011-02-07 Thread Eduardo Poyart
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
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[osg-users] Event timing problem

2010-11-08 Thread Eduardo Poyart
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
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Re: [osg-users] How Camera Manipulators Work

2010-10-20 Thread Eduardo Poyart
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
 
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Re: [osg-users] How Camera Manipulators Work

2010-10-19 Thread Eduardo Poyart
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

 --
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 http://forum.openscenegraph.org/viewtopic.php?p=32867#32867





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[osg-users] osgviewerd pdb file

2010-10-13 Thread Eduardo Poyart
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
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Re: [osg-users] osgviewerd pdb file

2010-10-13 Thread Eduardo Poyart
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
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Re: [osg-users] How Camera Manipulators Work

2010-10-06 Thread Eduardo Poyart

 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
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Re: [osg-users] How Camera Manipulators Work

2010-10-06 Thread Eduardo Poyart
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
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Re: [osg-users] How Camera Manipulators Work

2010-10-05 Thread Eduardo Poyart
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
 --
 __
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/

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Re: [osg-users] [osgPlugins] Missing plugins

2010-09-28 Thread Eduardo Poyart
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

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 http://forum.openscenegraph.org/viewtopic.php?p=31884#31884





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[osg-users] Build error on OS X in examples_osgviewerCocoa

2010-09-23 Thread Eduardo Poyart
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

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[osg-users] examples_osgviewerCocoa build error on OS X

2010-09-21 Thread Eduardo Poyart
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

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