来信收到,谢谢! 
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From:"osg-users-request"<osg-users-requ...@lists.openscenegraph.org>;
Date:2013年2月5日(星期二) 凌晨4:04
To:"osg-users"<osg-users@lists.openscenegraph.org>;
Subject:osg-users Digest, Vol 68, Issue 6

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Today's Topics:

   1. Re: 3D mice (Thomas Lerman)
   2. Re: How to build OpenSceneGraph for Android in Windows
      (Jordi Torres)
   3. Re: 3D mice (Jan Ciger)
   4. Re: 3D mice (Paul Martz)
   5. Re: 3D mice (Torben Dannhauer)


----------------------------------------------------------------------

Message: 1
Date: Mon, 04 Feb 2013 17:42:40 +0100
From: "Thomas Lerman" <osgfo...@tevs.eu>
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] 3D mice
Message-ID: <1359996160.m2f.52...@forum.openscenegraph.org>
Content-Type: text/plain; charset=UTF-8

[quote="Sebastian Messerschmidt"]Hello Thomas,

yes. I've more or less successfully integrated the 3dConnexion 
SpaceMouse into a custom Handler.
Also there is some class in the osgVisual-project. Unfortunately it uses 
DirectX which is why I use a slightly modified OpenInputSystem.

cheers
Sebastian[/quote]
[quote="Jan Ciger"]On Sun, Feb 3, 2013 at 6:41 PM, Thomas Lerman 
<osgfo...@tevs.eu ([email]osgfo...@tevs.eu[/email])> wrote:
Sure, it is not hard. Probably the simplest way to do so is to use VRPN, then 
you can use anything that VRPN supports (and not only a 3D mouse). 
3D Connexion SpaceNavigator and the old SGI SpaceBall worked just fine with it 
- you get an orientation quaternion from VRPN and apply that to a 
MatrixTransform node in the scenegraph, e.g. using a callback.  I believe there 
is even a VRPN nodekit for OSG already (osgVRPN?), saving you even that work. 

Regards,

Jan[/quote]
[quote="Paul Martz"]The osgWorks project supports both VRPN and DirectX input 
devices, and works 
with OSG 2.8.5 and later.
http://osgworks.googlecode.com
-Paul[/quote]
Thank you Sebastian, Jan, and Paul. Any code samples (I do not have the 
hardware or drivers yet)? I did check out osgWorks and did not see any mention 
of this capability, but could have missed it.
Thank you again,
Thomas

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=52368#52368







------------------------------

Message: 2
Date: Mon, 4 Feb 2013 18:48:14 +0100
From: Jordi Torres <jtorresfa...@gmail.com>
To: OpenSceneGraph Users <osg-users@lists.openscenegraph.org>
Subject: Re: [osg-users] How to build OpenSceneGraph for Android in
        Windows
Message-ID:
        <cam4stfcswzse2bbfev-xfk-sv1z1kiydy7tg9vf59fbon0b...@mail.gmail.com>
Content-Type: text/plain; charset="iso-8859-1"

Hi Nathan,

good tutorial! It could be useful to post this to the android section of
the new openscenegraph joomla site:

http://www.openscenegraph.com/index.php/documentation/platform-specifics/android

Cheers.

2013/2/4 Nathan Collins <nat...@mve.com>

> Hi there,
>
> We have been attempting to build OSG for Android and thought it would be a
> good idea to share the steps we used to finally get it to work in Windows.
> This guide assumes you have Eclipse, the Android SDK and NDK installed and
> set up already. Whilst you may be used to using the NDK tools in Cygwin, we
> have only used CMD in this guide. The most important thing is to use the
> latest stable version of OSG (3.0.1) - we found that the svn trunk version
> just does not want to work. This is due to issues loading libraries as well
> as some problems with OSG its self.
>
> As usual, your mileage may vary!
>
> Install make and MinGW
> ======================
> - Download and install make from
> http://gnuwin32.sourceforge.net/downlinks/make.php;
> - Download and install MinGW from
> http://sourceforge.net/projects/mingw/files/latest/download?source=files.
> Don't forget to add the C++ compiler during the installation options;
> - Add the install directories to your PATH. Mine
> were C:\Program Files (x86)\GnuWin32\bin and C:\MinGW\bin.
>
> Setup a clean version of the OSG source
> =======================================
> I used a clean version of the OSG source, because we are using a separate
> set of CMake commands.
>
> *** It is important to use the latest stable version (3.0.1), rather than
> the trunk, otherwise it will not work! ***
>
> To get a clean version:
> - Install tortoise SVN http://tortoisesvn.net/downloads.html ;
> - In C:\Local use SVN Checkout (a context menu option)
> http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-3.0.1
>  Set
> the checkout-directory to be C:\Local\OpenSceneGraph-Android;
> - Make two new directories
> inside OpenSceneGraph-Android: build and osginstall;
>
> Now we build the OSG source. NOTE: if you have
> an NDK_PROJECT_PATH environment variable set you need to remove this now.
> - In CMD navigate to C:\Local\OpenSceneGraph-Android\build and run the
> following CMake command (-DJ=8 command tells make to use 8 cores - change
> this to match your system):
>
> cmake .. -G "MinGW Makefiles" -DOSG_BUILD_PLATFORM_ANDROID=ON 
> -DDYNAMIC_OPENTHREADS=OFF -DDYNAMIC_OPENSCENEGRAPH=OFF 
> -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF -DOSG_GL_MATRICES_AVAILABLE=ON 
> -DOSG_GL_VERTEX_FUNCS_AVAILABLE=ON -DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=ON 
> -DOSG_GL_FIXED_FUNCTION_AVAILABLE=ON -DOSG_CPP_EXCEPTIONS_AVAILABLE=OFF 
> -DOSG_GL1_AVAILABLE=OFF -DOSG_GL2_AVAILABLE=OFF -DOSG_GL3_AVAILABLE=OFF 
> -DOSG_GLES1_AVAILABLE=ON -DOSG_GLES2_AVAILABLE=OFF -DJ=8 
> -DCMAKE_INSTALL_PREFIX=C:\Local\OpenSceneGraph-Android\osginstall
> - Run make - this takes a while!
> - Run make install which copies our include, lib and obj files
> into osginstall for us.
>
> Import osgAndroidExampleGLES1 to Eclipse and configure
> ======================================================
> - Copy a version of the osgAndroidExampleGLES1
> from C:\Local\OpenSceneGraph-Android\examples\osgAndroidExampleGLES1 to
> your workspace: <workspace>\osgAndroidExampleGLES1;
> - In Eclipse, File | Import..., expand Android and select Existing Android
> Code Into Workspace. Next;
> - In Root Directory browse to <workspace>\osgAndroidExampleGLES1;
> - Select the projects osg.AndroidExample.osgViewer and hit Finish;
> - In Eclipse, open up jni\Android.mk and
> set OSG_ANDROID_DIR to C:\Local\OpenSceneGraph-3.0.1\osginstall on line 7;
> - You also need to add -lgnustl_static onto the end of line 21
> (LOCAL_LDLIBS);
>
> If you have an ndk version greater than android-ndk-r8b:
> - Open C:\Local\OpenSceneGraph-Android\build\AndroidManifest.xml in a text
> editor;
> -
> Add <uses-sdk android:targetSdkVersion="8" 
> android:minSdkVersion="8"></uses-sdk> as
> a child of '<manifest>'. You should be able to paste it straight into the
> empty line 6.
>
> Finally:
> - navigate to <workspace>\osgAndroidExampleGLES1 in CMD and run ndk-build;
> - plug in a device, or launch an emulator, and debug or run the app in
> Eclipse.
>
> We hope this helps!
>
> Regards,
>
> Nathan Collins
> Intern Software Engineer
>
> =====
>
> Midland Valley Exploration Ltd.
> 144 West George Street
> Glasgow G2 2HG
> United Kingdom
>
> Tel:     +44 (0) 141 332 2681
> Fax:    +44 (0) 141 332 6792
>
> The structural geology experts
> _______________________________________________
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



-- 
Jordi Torres Fabra

gvSIG 3D blog
http://gvsig3d.blogspot.com
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Message: 3
Date: Mon, 4 Feb 2013 18:51:12 +0100
From: Jan Ciger <jan.ci...@gmail.com>
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] 3D mice
Message-ID:
        <CALFd4Cf+gam4HyMtfVKQLPHGQvQpx0bX2Ky5DJnN=bcxvo3...@mail.gmail.com>
Content-Type: text/plain; charset="iso-8859-1"

On Mon, Feb 4, 2013 at 5:42 PM, Thomas Lerman <osgfo...@tevs.eu> wrote:

> Thank you Sebastian, Jan, and Paul. Any code samples (I do not have the
> hardware or drivers yet)? I did check out osgWorks and did not see any
> mention of this capability, but could have missed it.


Here is a simple VRPN integration tutorial (not OSG specific, but it is
trivial to add this to a callback):

http://www.vrgeeks.org/vrpn/tutorial---use-vrpn

Jan
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Message: 4
Date: Mon, 04 Feb 2013 10:54:32 -0700
From: Paul Martz <pma...@skew-matrix.com>
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] 3D mice
Message-ID: <510ff5d8.9070...@skew-matrix.com>
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

In osgWorks, this support is in the osgwMx library. See osgWorks/include/osgwMx.
    -Paul


On 2/4/2013 9:42 AM, Thomas Lerman wrote:
> Thank you Sebastian, Jan, and Paul. Any code samples (I do not have the 
> hardware or drivers yet)? I did check out osgWorks and did not see any 
> mention of this capability, but could have missed it.
> Thank you again,




------------------------------

Message: 5
Date: Mon, 04 Feb 2013 20:16:38 +0100
From: "Torben Dannhauer" <tor...@dannhauer.info>
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] 3D mice
Message-ID: <1360005398.m2f.52...@forum.openscenegraph.org>
Content-Type: text/plain; charset=UTF-8

Hi,

Ive added an Spacemouse implementation in osgVisual. it does not use DirectX 
but currently my implementation only works for windows since it uses COM 
objects.

Cheers,
Torben

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=52372#52372







------------------------------

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