[osg-users] Show loading info on osgQt::QWebViewImage

2015-11-05 Thread Héctor Martínez
Hello,

 

Is there a way to show a loading icon or any other visual sign that the
webpage is loading in a QwebViewImage? Depending on the website, sometimes
it takes long time to load it and it would be a good idea to inform the user
that the webpage is still loading.

 

Thank you in advance!

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[osg-users] Adding transparency loses color

2015-10-23 Thread Héctor Martínez
Hello,


When I try to add transparency to a loaded model, the original color of the
model is lost. In some cases, the color stays and gets darker (and
semi-transparent), but in other it just disappears and turns grey (and
semi-transparent). I am sure I am doing something wrong, but it happens even
with the simplest code. For example:

 

osgViewer::Viewer viewer;

osg::ref_ptr model = osgDB::readNodeFile("cow.osgt");



osg::ref_ptr ss = model->getOrCreateStateSet();

osg::ref_ptr blendMaterial = new osg::Material;

blendMaterial->setAlpha(osg::Material::FRONT_AND_BACK, 1);

ss->setAttributeAndModes( blendMaterial.get() , osg::StateAttribute::ON |
osg::StateAttribute::OVERRIDE);

osg::ref_ptr bf = new
osg::BlendFunc(osg::BlendFunc::SRC_ALPHA,
osg::BlendFunc::ONE_MINUS_SRC_ALPHA );

ss->setAttributeAndModes(bf);

 

viewer.setSceneData( model.get() );

return viewer.run(); 

 

It happens even if I set the alpha value to 1, which if I understand it
correctly, should leave the model as it is (with no semi-transparency). The
attached image shows a comparison of the model without applying the material
and the model after applying the material with alpha=1. It, of course, also
happens if I set alpha to less than 1.

 

Could someone give me some hint on what I am doing wrong?

 

Thank you in advance.

 

Best regards

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Re: [osg-users] GPS-like map

2013-02-20 Thread Héctor Martínez
Hello Sebastian,

 

thank you for your quick reply. Let me re-explain my question.

 

The main point is the navigation system. I am looking for something like the
following:

 

-  There is a 2D map (we don’t care now about how the map has been
made).

-  The system gets the map as an input with a starting point and a
destination.

-  The system has to calculate the shortest route (maybe with A*
algorithm or similar) from the starting point to the destination, and
avoiding obstacles (that are defined in the map). Let’s think in static
obstacles only.

-  The map and the route have to be displayed in the OSG scene (in
the HUD, for example, but that’s not a problem for me).

 

So, I need to know if there is a way to define the map with obstacles (with
coordinates of whatever), load it into any library, calculate the route and
transform the coordinates of the map and the route into something that can
be displayed into OSG.

 

Thank you.

 

Cheers

 

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sebastian
Messerschmidt
Sent: miércoles, 20 de febrero de 2013 10:09
To: OpenSceneGraph Users
Subject: Re: [osg-users] GPS-like map

 

Hello Héctor,

It is not quite clear for me, which part you are trying to achieve.

If you are referring to the creation and the display of a HUD, take a look
at the osgHUD example. 
For creation of a map, you could display parts of your scene from a bird's
eye perspective inside the HUD/Slave-camera (orthographic camera)

If you really need something like a 2D map, you'll have to create the
map-data somehow. I could think of projecting the scene on a plane, or let
the modeler/artist create an outline-representation of the 3d-world.

cheers
Sebastian 

Hello,

 

I am wondering if there is any OSG-friendly library to create a GPS system
(like those GPS HUDs in many games, e.g. GTA). What I am looking for is a
library (or combination of libraries) that allows the creation of the map,
the calculation of the route from origin to destination and the display of
the map in OSG.

I don’t know if there is any previous attempt to create this or if there are
good libraries about it, but it would be nice if somebody could give me a
hint on where to start looking at.

 

Thank you in advance.

 

Cheers!






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Re: [osg-users] GPS-like map

2013-02-20 Thread Héctor Martínez
Hello Sebastian,

 

thank you for your explanation. I wrote this question here as I thought that
maybe somebody has tried it before as this feature is included in many
games, so I guess I’m not the first one using OSG with this idea. Anyway, is
it is off-topic, feel free to contact me directly instead of using the user
list.

 

About the problem, well I know that there are hundreds of approaches, but as
I am not an expert, I was wondering if there was an available library that
has smarter solutions than those I can implement by reading the literature.
And if the data (polygons and such) could be easily integrated into OSG. So,
if you could suggest one library, it would be a good starting point for me.
Something simple for the beginning, imagine that I define a simple map
(defining coordinates or polygons) and I want to display that map only in
the OSG scene.

 

Thank you again.

 

Cheers

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sebastian
Messerschmidt
Sent: miércoles, 20 de febrero de 2013 10:33
To: OpenSceneGraph Users
Subject: Re: [osg-users] GPS-like map

 

Hello Héctor,

Hello Sebastian,

 

thank you for your quick reply. Let me re-explain my question.

 

The main point is the navigation system. I am looking for something like the
following:

 

-  There is a 2D map (we don’t care now about how the map has been
made).

-  The system gets the map as an input with a starting point and a
destination.

-  The system has to calculate the shortest route (maybe with A*
algorithm or similar) from the starting point to the destination, and
avoiding obstacles (that are defined in the map). Let’s think in static
obstacles only.

-  The map and the route have to be displayed in the OSG scene (in
the HUD, for example, but that’s not a problem for me).

 

So, I need to know if there is a way to define the map with obstacles (with
coordinates of whatever), load it into any library, calculate the route and
transform the coordinates of the map and the route into something that can
be displayed into OSG.

 

Thank you.

 

Cheers

 

Okay, I see your question is a bit off-topic. But I'll give you some hints
anyways.
In my company we developed different algorithms and tools to create such
navigation meshes, to calculate (weighted) shortest paths and to navigate a
map.
Basically one option is to define polygons (which are not necessarily your
database polygons, and should be convex) which can be visited by a model.
These polygons have neighbor which define edges for moving from polygon A to
B.
Now simply treat those polygons (e.g. their center of gravity) as nodes in a
graph, and all edges between the polygons as edges in the graph (potentially
with a weight).
The resulting graph can then be traversed with A* or similar algorithms. 

Also another option is to skip the polygons and simply place points to
positions that are reachable, and define edges. So basically you sort of
draw your graph to your map. Then you would again use A* on this data
structure.
As for the display of the resulting route; simply draw the resulting
line-segments from you A* search. 

There are a lot of papers about automatic/semi-automatic navigation and map
creation, based on obstacle geometries, visitable polygons etc.
You will find literally hundreds of approaches, but I'm sorry that I cannot
point to a specific one, as everything is dependent on your scene. 

hth
Sebastian 

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Re: [osg-users] GPS-like map

2013-02-20 Thread Héctor Martínez
Hello Michael,

 

thank you for the suggestion. Anyway, it is not for a game, it’s for a 
different project.

 

Cheers

 

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of michael kapelko
Sent: miércoles, 20 de febrero de 2013 10:47
To: OpenSceneGraph Users
Subject: Re: [osg-users] GPS-like map

 

OT. As a player of GTA 4 and Mafia 2 I hated GPS very much, because it 
prevented me from feeling the game, I was always like a blind man in there 
having to look at GPS. I turned it off in GTA 4, but Mafia 2 had no such 
ability.

If you're making a game I would advise to make GPS optional.

 

2013/2/20 Sebastian Messerschmidt sebastian.messerschm...@gmx.de

Hello Héctor,

Hello Sebastian,

 

thank you for your quick reply. Let me re-explain my question.

 

The main point is the navigation system. I am looking for something like the 
following:

 

-  There is a 2D map (we don’t care now about how the map has been 
made).

-  The system gets the map as an input with a starting point and a 
destination.

-  The system has to calculate the shortest route (maybe with A* 
algorithm or similar) from the starting point to the destination, and avoiding 
obstacles (that are defined in the map). Let’s think in static obstacles only.

-  The map and the route have to be displayed in the OSG scene (in the 
HUD, for example, but that’s not a problem for me).

 

So, I need to know if there is a way to define the map with obstacles (with 
coordinates of whatever), load it into any library, calculate the route and 
transform the coordinates of the map and the route into something that can be 
displayed into OSG.

 

Thank you.

 

Cheers

 

Okay, I see your question is a bit off-topic. But I'll give you some hints 
anyways.
In my company we developed different algorithms and tools to create such 
navigation meshes, to calculate (weighted) shortest paths and to navigate a map.
Basically one option is to define polygons (which are not necessarily your 
database polygons, and should be convex) which can be visited by a model. These 
polygons have neighbor which define edges for moving from polygon A to B.
Now simply treat those polygons (e.g. their center of gravity) as nodes in a 
graph, and all edges between the polygons as edges in the graph (potentially 
with a weight).
The resulting graph can then be traversed with A* or similar algorithms. 

Also another option is to skip the polygons and simply place points to 
positions that are reachable, and define edges. So basically you sort of draw 
your graph to your map. Then you would again use A* on this data structure.
As for the display of the resulting route; simply draw the resulting 
line-segments from you A* search. 

There are a lot of papers about automatic/semi-automatic navigation and map 
creation, based on obstacle geometries, visitable polygons etc.
You will find literally hundreds of approaches, but I'm sorry that I cannot 
point to a specific one, as everything is dependent on your scene. 

hth
Sebastian 


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[osg-users] GPS-like map

2013-02-19 Thread Héctor Martínez
Hello,

 

I am wondering if there is any OSG-friendly library to create a GPS system
(like those GPS HUDs in many games, e.g. GTA). What I am looking for is a
library (or combination of libraries) that allows the creation of the map,
the calculation of the route from origin to destination and the display of
the map in OSG.

I don’t know if there is any previous attempt to create this or if there are
good libraries about it, but it would be nice if somebody could give me a
hint on where to start looking at.

 

Thank you in advance.

 

Cheers!

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Re: [osg-users] Rotation animation

2012-10-26 Thread Héctor Martínez
Hi Robert,

thank you again for your reply. I will try to do it with a custom callback
as you suggest. Let's see if I can manage to get the behaviour I want.

Best regards.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: jueves, 25 de octubre de 2012 16:42
To: OpenSceneGraph Users
Subject: Re: [osg-users] Rotation animation

Hi Héctor,

On 25 October 2012 13:35, Héctor Martínez hector.marti...@sensetrix.com
wrote:
 Then it seems that the only way to concatenate animations is by 
 creating a custom UpdateCallback, right? Do you know any example about 
 this that could help me to develop my own callback?

You can nest transform nodes and attach a seperate callback to each one, but
this may well not be what you are after.  concatenate animations is such
an open ended term that only you really know what you are after.

 I have also two more questions about animation:

 - What is the addNestedCallback function used for?

The OSG doesn't use a concept of pre and post traversal callbacks for each
of the different traversal but instead uses a scheme where multiple
callbacks can be nested within each other.  The advantage of this approach
is that it makes it much easier to manage local state in a thread safe way
and to control traversal.

 - Is it possible to have different animations attached to the same 
 node and play only one at a time?

The AnimationPathCallback doesn't support this but there is nothing to stop
you from implementing your own callback to do this, or assign different
paths at different times.

Again I'd encourage you to roll your sleves up and code youself a custon
update callback to do the animation exactly the way you need to.

Robert.
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[osg-users] Rotation animation

2012-10-25 Thread Héctor Martínez
Hi,

 

I am trying to make an animation to one model. What I want is to rotate the
model around its own axis and also to translate (rotation again) around
another pivot point, like Earth movements. I can achieve both movements
separately, but I don’t know how to make both animations work at the same
time. I have tried nesting animations and similar ideas, but without luck.

 

Could somebody give me some clues to get the solution to my problem?

 

Thank you in advance,

 

Best regards

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Re: [osg-users] Rotation animation

2012-10-25 Thread Héctor Martínez
Hi Robert,

thank you for your answer. I was using osg::AnimationPath for individual
animations, but when trying to combine both animations the behaviour is not
the desired. The problem is that I want to change dynamically the pivot
point of the translation animation. In other words, the rotation has to be
always the same (centered in the model), and it has also to translate around
a dynamic pivot point. If I do this separately, it works. But if I add both
animations using addUpdateCallback, only the translation is working.

I am a bit lost in the animationpath concept. Is it possible to add 2
animationpaths to the same PositionAttitudeTransform?

Thank you.

Best regards

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: jueves, 25 de octubre de 2012 13:06
To: OpenSceneGraph Users
Subject: Re: [osg-users] Rotation animation

Hi Hector,

There several ways of achiving what you want, one could precompute all the
positions and put them into an osg::AnimationPath and attach this via an
osg::AnimationPathCallback to a transform above the subgraph you want to
move - see the osganimation example, or write your own update callback that
computes the position on the fly for each new frame.  Perhaps I'd go for the
callback approach.

Robert.

On 25 October 2012 08:22, Héctor Martínez hector.marti...@sensetrix.com
wrote:
 Hi,



 I am trying to make an animation to one model. What I want is to 
 rotate the model around its own axis and also to translate (rotation 
 again) around another pivot point, like Earth movements. I can achieve 
 both movements separately, but I don’t know how to make both 
 animations work at the same time. I have tried nesting animations and
similar ideas, but without luck.



 Could somebody give me some clues to get the solution to my problem?



 Thank you in advance,



 Best regards


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 org

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Re: [osg-users] Rotation animation

2012-10-25 Thread Héctor Martínez
Hi Robert,

thank you again.

Then it seems that the only way to concatenate animations is by creating a
custom UpdateCallback, right? Do you know any example about this that could
help me to develop my own callback?

I have also two more questions about animation:

- What is the addNestedCallback function used for?
- Is it possible to have different animations attached to the same node and
play only one at a time?

Best regards

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: jueves, 25 de octubre de 2012 15:16
To: OpenSceneGraph Users
Subject: Re: [osg-users] Rotation animation

Hi Héctor,

On 25 October 2012 12:34, Héctor Martínez hector.marti...@sensetrix.com
wrote:
 thank you for your answer. I was using osg::AnimationPath for 
 individual animations, but when trying to combine both animations the 
 behaviour is not the desired. The problem is that I want to change 
 dynamically the pivot point of the translation animation. In other 
 words, the rotation has to be always the same (centered in the model), 
 and it has also to translate around a dynamic pivot point. If I do 
 this separately, it works. But if I add both animations using
addUpdateCallback, only the translation is working.

 I am a bit lost in the animationpath concept. Is it possible to add 2 
 animationpaths to the same PositionAttitudeTransform?


The AnimationPathCallback doesn't support attached two AnimationPath.
One could write your callback that does this but you'd need to make sure
that local and transform origins are all consistent.

As I said in my previous email I'd recommend using your own custom
UpdateCallback.  This way you can compute the path exactly for each frame as
per your requirements.

Robert.
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Re: [osg-users] Animate Nathan

2012-07-06 Thread Héctor Martínez
Hi Cedric,

 

thank you for your hints. In fact I have a little idea about skeletal
animation, but I’m new with this in OSG. I am reading and looking for info,
but it’s still a bit messy for me. Is there any simple (as simple as this
topic can be) example or tutorial anywhere?

 

Thank you.

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cedric
Pinson
Sent: viernes, 06 de julio de 2012 1:59
To: OpenSceneGraph Users
Subject: Re: [osg-users] Animate Nathan

 

Hi ,

 

First you need to understand how bone animations works, else you will not be
able to manipulate the character.
http://en.wikipedia.org/wiki/Skeletal_animation then you can try to touch
osgAnimation::Bone it's the node used to control part of the skeleton.

 

Cedric Pinson
Provide OpenGL, WebGL services
+33 659 598 614 - 
http://cedricpinson.com http://plopbyte.com/  - http://osgjs.org
http://osgjs.org/  - http://sketchfab.com http://showwebgl.com/ 

 

On Jul 5, 2012, at 15:01 , Héctor Martínez wrote:





Hi,

 

I am starting to play with animation in OSG. I would like to animate
Nathan.osg model. The aim is to have control over the different parts of the
body and get, for example, a rotating arm. I don’t know where to start. I
have been trying to use DOFTransform, but I can’t convert any of the
children to DOFTransform (I am getting NULL casting). I have also tried to
create a child DOFTransform node and add the arm as a child but not working
either.

 

Could someone give me some hints on where to concentrate? Tutorial, example
or just the right classes to do it. Or maybe if it is not possible with that
model, some clues about the right models to do that.

 

Thank you in advance.

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[osg-users] Animate Nathan

2012-07-05 Thread Héctor Martínez
Hi,

 

I am starting to play with animation in OSG. I would like to animate
Nathan.osg model. The aim is to have control over the different parts of the
body and get, for example, a rotating arm. I don’t know where to start. I
have been trying to use DOFTransform, but I can’t convert any of the
children to DOFTransform (I am getting NULL casting). I have also tried to
create a child DOFTransform node and add the arm as a child but not working
either.

 

Could someone give me some hints on where to concentrate? Tutorial, example
or just the right classes to do it. Or maybe if it is not possible with that
model, some clues about the right models to do that.

 

Thank you in advance.

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Re: [osg-users] Load images from resources file (rc)

2012-05-13 Thread Héctor Martínez
Hi,

 

thank you for your reply. Sorry I didn’t see the answer the other day. While I 
was waiting for an answer, I solved it by loading the resource with Qt and 
converting the image to OSG.

Anyway, it is interesting the solution you provide, so I may try to implement 
it at some point.

 

Thank you!

 

Cheers!

 

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sergey 
Polischuk
Sent: viernes, 11 de mayo de 2012 10:46
To: OpenSceneGraph Users
Subject: Re: [osg-users] Load images from resources file (rc)

 

As long as you know how to get raw data stream from wherever your resources are 
- you can write osgDB::ReadFileCallback where you override methods like

 

MyReadFileCallback::result_t
MyReadFileCallback::readObject(const std::string filename, const 
osgDB::Options* options)
{

//create stream which contain unpacked data of your file


int ext_pos;
if ((ext_pos = filename.find_last_of(.))  0)
{
std::string fileext = filename.substr(ext_pos + 1);
osgDB::ReaderWriter* rw = 
osgDB::Registry::instance()-getReaderWriterForExtension(fileext);
if (rw)
return rw-readObject(stream, options);
}

return MyReadFileCallback::result_t();
} 

 

You should register your read file callback in osgDB::Registry with 
osgDB::Registry::instance()-setReadFileCallback(...) prior to loading stuff.

Cheers,

Sergey

 

11.05.2012, 11:07, Héctor Martínez  mailto:hector.marti...@sensetrix.com 
hector.marti...@sensetrix.com:

Hi,

 

does anybody know if it is possible to load images from a ‘.rc’ file in osg 
using osgDB::readImageFile?

 

Thanks in advance

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[osg-users] Load images from resources file (rc)

2012-05-11 Thread Héctor Martínez
Hi,

 

does anybody know if it is possible to load images from a ‘.rc’ file in osg
using osgDB::readImageFile?

 

Thanks in advance

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[osg-users] Application crash on XP

2012-05-07 Thread Héctor Martínez
Hello,

 

I have one OSG based application that uses osgAudio with OpenAL-soft. It
works fine in Windows 7, but it crashes on exiting in XP. I have read this
issue:

 http://code.google.com/p/osgaudio/issues/detail?id=9
http://code.google.com/p/osgaudio/issues/detail?id=9

 

and I can see that the solution was added some time ago. Anyway, I am using
the last version of osgAudio (downloaded from trunk) and I’m still getting
the error. The error I get is the following:

 

The instruction at “0x0603e5be” referenced memory at “0x0ccb81b8”. The
memory could not be “read”.

 

Does anybody have an idea about how to solve the problem?

 

Thank you in advance.

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Re: [osg-users] Play audio files

2012-04-12 Thread Héctor Martínez
Hello again,

I know that is has been long time since the last message about this topic,
but I am still facing the same issue. The audio is still delayed in the
videos.
But now I have found that if I change

ulBufferSize = (ulFrequency * bytesPerSample)  2;

by this

ulBufferSize = (ulFrequency * bytesPerSample)  4;

in the AudioSink.h file, the delay disappears in some videos. I don't
understand quite well why it disappears and why it is only in some videos.
The thing is that in one mpg video, the delay has completely disappeared,
while with one flv video the delay has not disappeared, but has been
reduced. If I convert that flv video to mpg, the delay remain the same, so I
actually don't know if the problem is with the video format, the AduioSink
buffer, or if it is about the libraries (osgAudio, openAL, ffmpeg...).

I have tested with openAL soft and with openAL and I am getting the same
behaviour with both.

Anybody has any idea about this problem? Maybe the buffer change can give
the clue to solve it.

Thank you in advance.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Héctor
Martínez
Sent: viernes, 27 de enero de 2012 12:31
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Play audio files

Thank you Chris for your reply.

I am still trying to solve the problems. One thing that have helped me is
changing this line:

AudioSink(osg::AudioStream* audioStream): _started(false), _paused(false),
_audioStream(audioStream) {play();}

for this line:

AudioSink(osg::AudioStream* audioStream): _started(false), _paused(false),
_audioStream(audioStream) {}

I don't know if there is a logical reason for that, but when deleting the
play(), the cutting in the audio seems to disappear. OK, it still makes some
cuts, but they are very small and it is possible to hear the audio without
problems (with the previous cuts it was impossible to hear the audio).

But I am still facing the problem of the delay. The audio starts delayed for
some reason that I can't still figure out. Could it be because I am using
openAL soft instead of openAL? Maybe that's not the problem, because it is
working fine with audio files, but who knows...

Best regards

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
'Xenon' Hanson
Sent: jueves, 26 de enero de 2012 18:04
To: OpenSceneGraph Users
Subject: Re: [osg-users] Play audio files

On 1/26/2012 2:45 AM, Héctor Martínez wrote:
 Hi Laurens,
 If anyone can give an idea about the problem, you are welcome.

  I'd love to help you, but I only wrote the FMOD side of osgAudio -- the
openAL/openalpp side was part of osgAL, and I never really worked with it
because I couldn't get openAL to work on my Vista box at the time.

--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting.
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist.
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Re: [osg-users] Streaming audio

2012-02-20 Thread Héctor Martínez
Hi Chris, thank you for the link.

 

Yes, I forgot to mention, I’m using openAL soft and Windows 7 (Visual Studio
10).

 

If any ideas, please comment.

 

Best regards.

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
Hanson
Sent: lunes, 20 de febrero de 2012 19:52
To: OpenSceneGraph Users
Subject: Re: [osg-users] Streaming audio

 

You might get better results asking on the osgAudio list:

http://groups.google.com/group/osgaudio-users?pli=1 

I have osgAudio working with local files, but when trying to play a remote
audio ( http://www.example.com/audio.wav
http://www.example.com/audio.wav), it gives an I/O error.

Is there a different way to load streaming audio with osgAudio?

 

Are you working with osgAudio on FMOD or openAL? Which OS?

 

-- 

Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/

Training • Consulting • Contracting

3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL

Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio •
LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android

 

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Re: [osg-users] Streaming audio

2012-02-20 Thread Héctor Martínez
Hi Chris, thank you for the link.

 

Yes, I forgot to mention, I’m using openAL soft and Windows 7 (Visual Studio
10).

 

If any ideas, please comment.

 

Best regards.

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
Hanson
Sent: lunes, 20 de febrero de 2012 19:52
To: OpenSceneGraph Users
Subject: Re: [osg-users] Streaming audio

 

You might get better results asking on the osgAudio list:

http://groups.google.com/group/osgaudio-users?pli=1 

I have osgAudio working with local files, but when trying to play a remote
audio ( http://www.example.com/audio.wav
http://www.example.com/audio.wav), it gives an I/O error.

Is there a different way to load streaming audio with osgAudio?

 

Are you working with osgAudio on FMOD or openAL? Which OS?

 

-- 

Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/

Training • Consulting • Contracting

3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL

Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio •
LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android

 

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[osg-users] kml animations

2012-02-02 Thread Héctor Martínez
Hello,

 

I have downloaded a couple of animated models from google gallery. They are
in collada format (dae), and the animations seem to be defined inside a kml
file. Is it a straight way to load those animations in osg?

 

Thank you in advance.

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Re: [osg-users] Play audio files

2012-01-27 Thread Héctor Martínez
Thank you Chris for your reply.

I am still trying to solve the problems. One thing that have helped me is
changing this line:

AudioSink(osg::AudioStream* audioStream): _started(false), _paused(false),
_audioStream(audioStream) {play();}

for this line:

AudioSink(osg::AudioStream* audioStream): _started(false), _paused(false),
_audioStream(audioStream) {}

I don't know if there is a logical reason for that, but when deleting the
play(), the cutting in the audio seems to disappear. OK, it still makes some
cuts, but they are very small and it is possible to hear the audio without
problems (with the previous cuts it was impossible to hear the audio).

But I am still facing the problem of the delay. The audio starts delayed for
some reason that I can't still figure out. Could it be because I am using
openAL soft instead of openAL? Maybe that's not the problem, because it is
working fine with audio files, but who knows...

Best regards

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
'Xenon' Hanson
Sent: jueves, 26 de enero de 2012 18:04
To: OpenSceneGraph Users
Subject: Re: [osg-users] Play audio files

On 1/26/2012 2:45 AM, Héctor Martínez wrote:
 Hi Laurens,
 If anyone can give an idea about the problem, you are welcome.

  I'd love to help you, but I only wrote the FMOD side of osgAudio -- the
openAL/openalpp side was part of osgAL, and I never really worked with it
because I couldn't get openAL to work on my Vista box at the time.

--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting.
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist.
- Xen ___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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Re: [osg-users] Play audio files

2012-01-26 Thread Héctor Martínez
Hi Laurens,

thank you for your reply. I still have the same problem. I can't figure out
why this is happening. With SDL it was working fine (without delays and cuts
in the audio). The strange thing is that if the video finishes and starts
again, the audio doesn't sound with cuts (until it goes to pause again).
On the other hand, I don't get this problem when playing audio files instead
of video files.

If anyone can give an idea about the problem, you are welcome.

Best regards

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Laurens
Voerman
Sent: martes, 24 de enero de 2012 16:49
To: OpenSceneGraph Users
Subject: Re: [osg-users] Play audio files

Hi Héctor,

I have no solution, our software just calls pause() from osg::ImageStream,
and has the same stuttering on restart.

Laurens.

On 1/24/2012 10:32 AM, Héctor Martínez wrote:
 Thank you Mattias and Laurens. I am testing the code you (Laurens) 
 have attached and it is working, but the audio is not synchronized and 
 if I pause the audio and then I play again, it seems that it plays 
 some kind of buffered audio and then the audio begins to sound with cuts.
 I am trying to find the reason of this behavior, but I write it here 
 in case you now the solution.

 Best regards.

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of 
 Laurens Voerman
 Sent: lunes, 23 de enero de 2012 15:12
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Play audio files

 Hi All,

 I have ffmpeg movie audio working with osgAudio, but have been to busy 
 to clean up the code, create an example and submit  for inclusion in 
 the osgAudio library. To avoid duplicate work I attach my current code as
is.
 Currently this is working part of our program, running both on linux
 (AMD64) and win7 (x64) . It compiles and runs on Win32 x86 but is 
 probably never tested.

 attached is a zipfile with AudioSink.h

 example should be a variation on osgMovie, but should be in the 
 osgAudio library, because osgAudio depends on osg.

 Laurens.

 Quick cut and paste from our program to show how to use this 'audioSink':

 // includes:
 #define OV_EXCLUDE_STATIC_CALLBACKS
 #includeosgAudio/SoundManager.h
 #includeosgAudio/SoundRoot.h

 #include AudioSink.h
 //init
   osgAudio::SoundManager::instance()-init( 16 );

 osgAudio::SoundManager::instance()-getEnvironment()-setDistanceModel
 (osgAu
 dio::InverseDistance);

 osgAudio::SoundManager::instance()-getEnvironment()-setDopplerFactor
 (1);

   if (!noAudio) {
   _sceneRootGroup-addChild(new osgAudio::SoundRoot);
   }
 // play movie audio
   osg::ImageStream::AudioStreams  audioStreams =
 ffstream-getAudioStreams();
   if (_playAudio  (!audioStreams.empty())
 audioStreams[0].valid())
   {
   osg::AudioStream* audioStream =
audioStreams[0].get();
   osg::notify(osg::NOTICE)AudioStream read 
 [audioStream-getName()]std::endl;
   osgRCAudio::AudioSink *sink;
   try {
   sink = new osgAudio::AudioSink(audioStream);
   }
   catch (...)
   {
   osg::notify(osg::WARN)  new AudioSink 
 failed  std::endl;
   }
   audioStream-setAudioSink(sink);
   }
 // cleanup
   osgAudio::SoundManager *sndMgr = osgAudio::SoundManager::instance();
   if (sndMgr-initialized()) sndMgr-shutdown();

   if (osg::Referenced::getDeleteHandler())
   {

 osg::Referenced::getDeleteHandler()-setNumFramesToRetainObjects(0);
   osg::Referenced::getDeleteHandler()-flushAll();
   }


 On 1/23/2012 11:22 AM, Mattias Helsing wrote:
 Hello Héctor

 You need to extend osg::AudioSink with the osgAudio code that you 
 have working. Have a look at the osgmovie exemple. It (optionally) 
 implements the osg::AudioSink interface using SDL. You need to do it 
 using osgAudio (or whatever sound backend you prefer).

 cheers
 Mattias

 2012/1/23 Héctor Martínezhector.marti...@sensetrix.com:
 Hi,


 Now, the following question: is there a straight way to connect the 
 audio from a video to osgAudio? I am using the ffmpeg plugin to read 
 the videos and I get audioStreams as it is done in the osgmovie example.

 Thank you in advance.
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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.
 org
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 org

Re: [osg-users] Play audio files

2012-01-24 Thread Héctor Martínez
Thank you Mattias and Laurens. I am testing the code you (Laurens) have
attached and it is working, but the audio is not synchronized and if I pause
the audio and then I play again, it seems that it plays some kind of
buffered audio and then the audio begins to sound with cuts.
I am trying to find the reason of this behavior, but I write it here in case
you now the solution.

Best regards.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Laurens
Voerman
Sent: lunes, 23 de enero de 2012 15:12
To: OpenSceneGraph Users
Subject: Re: [osg-users] Play audio files

Hi All,

I have ffmpeg movie audio working with osgAudio, but have been to busy to
clean up the code, create an example and submit  for inclusion in the
osgAudio library. To avoid duplicate work I attach my current code as is.
Currently this is working part of our program, running both on linux
(AMD64) and win7 (x64) . It compiles and runs on Win32 x86 but is probably
never tested.

attached is a zipfile with AudioSink.h

example should be a variation on osgMovie, but should be in the osgAudio
library, because osgAudio depends on osg.

Laurens.

Quick cut and paste from our program to show how to use this 'audioSink':

// includes:
#define OV_EXCLUDE_STATIC_CALLBACKS
#include osgAudio/SoundManager.h
#include osgAudio/SoundRoot.h

#include AudioSink.h
//init
 osgAudio::SoundManager::instance()-init( 16 );
 
osgAudio::SoundManager::instance()-getEnvironment()-setDistanceModel(osgAu
dio::InverseDistance);
 
osgAudio::SoundManager::instance()-getEnvironment()-setDopplerFactor(1);

 if (!noAudio) {
 _sceneRootGroup-addChild(new osgAudio::SoundRoot);
 }
// play movie audio
 osg::ImageStream::AudioStreams audioStreams = 
ffstream-getAudioStreams();
 if (_playAudio  (!audioStreams.empty()) 
audioStreams[0].valid())
 {
 osg::AudioStream* audioStream = audioStreams[0].get();
 osg::notify(osg::NOTICE)AudioStream read
[audioStream-getName()]std::endl;
 osgRCAudio::AudioSink *sink;
 try {
 sink = new osgAudio::AudioSink(audioStream);
 }
 catch (...)
 {
 osg::notify(osg::WARN)  new AudioSink
failed  std::endl;
 }
 audioStream-setAudioSink(sink);
 }
// cleanup
 osgAudio::SoundManager *sndMgr = osgAudio::SoundManager::instance();
 if (sndMgr-initialized()) sndMgr-shutdown();

 if (osg::Referenced::getDeleteHandler())
 {
 
osg::Referenced::getDeleteHandler()-setNumFramesToRetainObjects(0);
 osg::Referenced::getDeleteHandler()-flushAll();
 }


On 1/23/2012 11:22 AM, Mattias Helsing wrote:
 Hello Héctor

 You need to extend osg::AudioSink with the osgAudio code that you have 
 working. Have a look at the osgmovie exemple. It (optionally) 
 implements the osg::AudioSink interface using SDL. You need to do it 
 using osgAudio (or whatever sound backend you prefer).

 cheers
 Mattias

 2012/1/23 Héctor Martínezhector.marti...@sensetrix.com:
 Hi,


 Now, the following question: is there a straight way to connect the 
 audio from a video to osgAudio? I am using the ffmpeg plugin to read 
 the videos and I get audioStreams as it is done in the osgmovie example.

 Thank you in advance.
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 org

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Re: [osg-users] Play audio files

2012-01-23 Thread Héctor Martínez
Hi,

thank you for your reply. I tried to use the code in the simple.cpp file
before posting here and it didn't work for me. As you have said that this is
the way to do it, I have given a second try to that code and, after some
changes and tests, I have managed to make it work, so thank you! :)

Now, the following question: is there a straight way to connect the audio
from a video to osgAudio? I am using the ffmpeg plugin to read the videos
and I get audioStreams as it is done in the osgmovie example.

Thank you in advance.

Best regards.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
'Xenon' Hanson
Sent: viernes, 20 de enero de 2012 18:29
To: OpenSceneGraph Users
Subject: Re: [osg-users] Play audio files

On 1/20/2012 6:42 AM, Héctor Martínez wrote:
 I have downloaded and compiled osgAudio. Now I want to integrate it in 
 my own OSG-based program. So, how can I just open an audio file and 
 play it? I mean the simplest way, no need for complicated features 
 right now. Something
 like:
 open(myAudio.wav);
 playAudio();

  See examples/openal-lowlevel/simple.cpp.

osgAudio::AudioEnvironment::instance()-init();
osg::ref_ptrSource bgsound = new Source;
bgsound-stop();
osg::ref_ptrSample sample = new Sample(myAudio.wav);
bgsound-setSound(sample.get());
bgsound-setGain(0.6f);  // Lower gain (volume)
bgsound-setLooping();
bgsound-setAmbient();  // Make sound ambient (i.e. not attenuated)
bgsound-play();  // Start playing


--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting.
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist.
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Re: [osg-users] Play audio files

2012-01-20 Thread Héctor Martínez
Hi,

thank you for your reply, it has been very clear and it has solved all my
doubts.
I have downloaded and compiled osgAudio. Now I want to integrate it in my
own OSG-based program. So, how can I just open an audio file and play it? I
mean the simplest way, no need for complicated features right now. Something
like:

open(myAudio.wav);
playAudio();

Of course I understand that it is not so easy, but you can get an idea of
what I need at the moment.

Thank you in advance.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
'Xenon' Hanson
Sent: jueves, 19 de enero de 2012 18:26
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Play audio files

On 1/19/2012 2:17 AM, Héctor Martínez wrote:
 I am currently using SDLaudio for playing the sound of the videos I am 
 using, but when trying to load 2 or more videos at the same time, it 
 only plays one of them (and not always). I have read that SDL only 
 allows one audio channel, so I think I have to start using something else.
I want also to play other audio files (mp3, ogg, wav, whatever).
 
 So, which is the best option right now? I have read about osgAL and 
 openAL. I don’t know which one is better with the version I am using 
 (OSG 3.0.1) or if there is a better solution to these two. Another 
 thing to consider is that I would like to work with LGPL (or similar) 
 licenses if possible. I think those libraries are LGPL, but as they depend
on additional libraries I am not sure if I can use them as LGPL or not.

  As the creator of osgAudio, I can answer this.

  osgAudio is the literal and philosophical child of osgAL. We started
osgAudio using the osgAL source, fixed a number of design and implementation
issues, added compile-time selection of audio backend (openAL or FMOD) and
polished it up. Thus, osgAudio.

  Even openAL's creator agrees that you should probably use osgAudio now,
since it has newer fixes.

  OpenAL was LGPL, now proprietary (Creative Labs):
http://en.wikipedia.org/wiki/OpenAL
  You'll have to interpret their licensing yourself.

  There is also OpenAL Soft:
http://en.wikipedia.org/wiki/OpenAL#OpenAL_Soft
  OpenAL Soft is an LGPL-licensed, cross-platform, software implementation

  FMOD is proprietary but has a non-commercial license:
http://en.wikipedia.org/wiki/FMOD
FMOD is available under multiple license schemes: FMOD Non-Commercial
License, which allows software not intended for commercial distribution to
use FMOD for free.

  You could fairly easily add support for other backends to osgAudio if you
wished, but I'm not aware of too many other 3d spatial audio toolkits.

--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting.
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist.
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[osg-users] Play audio files

2012-01-19 Thread Héctor Martínez
Hi,

 

I am currently using SDLaudio for playing the sound of the videos I am
using, but when trying to load 2 or more videos at the same time, it only
plays one of them (and not always). I have read that SDL only allows one
audio channel, so I think I have to start using something else. I want also
to play other audio files (mp3, ogg, wav, whatever).

 

So, which is the best option right now? I have read about osgAL and openAL.
I don’t know which one is better with the version I am using (OSG 3.0.1) or
if there is a better solution to these two. Another thing to consider is
that I would like to work with LGPL (or similar) licenses if possible. I
think those libraries are LGPL, but as they depend on additional libraries I
am not sure if I can use them as LGPL or not.

 

Thank you in advance.

 

Best regards

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Re: [osg-users] Problem loading IVE files

2011-11-24 Thread Héctor Martínez
Hi,

thank you for your reply. As I was confused about the mixing of versions, I
have started from scratch. After compiling it seems that now I have
everything in order (version 3.0.1). I have tried again and the same
problem. I have tried to open the file with the osgviewer and the file has
been opened without problems. After that I have realized that something was
missing and I have found the answer. It seems that some dlls that I was not
using are needed, such as osgFXd.dll, osgTerraind.dll and osgVolumed.dll.
After copying those files, it has loaded without problems.

So, it was totally my fault. Sorry for wasting your time.

Thank you all for the help.

Cheers!

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent: jueves, 24 de noviembre de 2011 4:30
To: OpenSceneGraph Users
Subject: Re: [osg-users] Problem loading IVE files

Hi,

If you have built everything from source, and havent installed any binary
versions, you should have no issues.
The is an osgversion.exe application created as part of the standard build.
This should dump the version of the core osg library to the console. My
3.0.0 build reports 3.0.0 from this app and the plugins dir
osgPlugins-3.0.0.

My latest trunk build reports 3.1.0 from osgversion.exe and the plugin
folder is osgPlugins-3.1.0.

Cheers,
Brad


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Héctor
Martínez
Sent: Tuesday, 22 November 2011 5:34 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Problem loading IVE files

Hi and thank you again,

what you are saying is logical for me, but I am pretty sure that I didn't
rename that folder. In which step is defined that folder? As far as I
remember, I put the dependencies in the 3rdparty folder and run the cmake. I
have checked the cmake options, but I have not found where this plugin
folder is defined. How can I check that I am using the right dependencies?
The dependencies listed here are the right ones for osg 3.0.0 or for any
other version?:

http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies

Anyway, it is strange that the rest of the plugins are properly working. I
thought that IVE should be easier to be working than DAE, for example, which
is working for me.

Cheers!

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent: martes, 22 de noviembre de 2011 6:33
To: OpenSceneGraph Users
Subject: Re: [osg-users] Problem loading IVE files

Hi,

The plugin folders name does correlate to the version of the OSG that was
used to create the plugins. This is done to avoid loading plugins from a
different version of OSG.
This looks like your problem.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Héctor
Martínez
Sent: Monday, 21 November 2011 3:47 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Problem loading IVE files

Hi,

thank you for your reply and sorry for the delay in my answer (I was on a
trip). Yes, I am using 3.0.0. What you can see in:

LoadLibraryA((.)\osgPlugins-3.1.0\osgdb_ived.dll)

is not the OSG version. This is just the name of the plugins folder that,
for some reason, has been called 3.1.0, but I think that it is not related
with the actual version of OSG. If I am wrong, please let me know. :)

Anyway, I am still at the same point. I can load 3ds, dae or osg files, for
example, but still not possible to load IVE files.

Cheers!

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent: miércoles, 16 de noviembre de 2011 3:35
To: OpenSceneGraph Users
Subject: Re: [osg-users] Problem loading IVE files

Hi,

Just checking you don't have multiple version of OSG in your path. You said
bellow that you are using version 3.0.0 of OSG yet the output you posted
from dependency walker lists OSG version 3.1.0.

If you do have both version on your path, this could be your issue.

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Héctor
Martínez
Sent: Tuesday, 15 November 2011 6:32 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Problem loading IVE files

Hi Torben,

thank you for your reply. I am using Windows 7, Visual Studio 2010
Professional and OSG is version 3.0.0.

Cheers

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben
Dannhauer
Sent: martes, 15 de noviembre de 2011 12:14
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users

Re: [osg-users] Problem loading IVE files

2011-11-22 Thread Héctor Martínez
Hi and thank you again,

what you are saying is logical for me, but I am pretty sure that I didn't
rename that folder. In which step is defined that folder? As far as I
remember, I put the dependencies in the 3rdparty folder and run the cmake. I
have checked the cmake options, but I have not found where this plugin
folder is defined. How can I check that I am using the right dependencies?
The dependencies listed here are the right ones for osg 3.0.0 or for any
other version?:

http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies

Anyway, it is strange that the rest of the plugins are properly working. I
thought that IVE should be easier to be working than DAE, for example, which
is working for me.

Cheers!

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent: martes, 22 de noviembre de 2011 6:33
To: OpenSceneGraph Users
Subject: Re: [osg-users] Problem loading IVE files

Hi,

The plugin folders name does correlate to the version of the OSG that was
used to create the plugins. This is done to avoid loading plugins from a
different version of OSG.
This looks like your problem.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Héctor
Martínez
Sent: Monday, 21 November 2011 3:47 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Problem loading IVE files

Hi,

thank you for your reply and sorry for the delay in my answer (I was on a
trip). Yes, I am using 3.0.0. What you can see in:

LoadLibraryA((.)\osgPlugins-3.1.0\osgdb_ived.dll)

is not the OSG version. This is just the name of the plugins folder that,
for some reason, has been called 3.1.0, but I think that it is not related
with the actual version of OSG. If I am wrong, please let me know. :)

Anyway, I am still at the same point. I can load 3ds, dae or osg files, for
example, but still not possible to load IVE files.

Cheers!

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent: miércoles, 16 de noviembre de 2011 3:35
To: OpenSceneGraph Users
Subject: Re: [osg-users] Problem loading IVE files

Hi,

Just checking you don't have multiple version of OSG in your path. You said
bellow that you are using version 3.0.0 of OSG yet the output you posted
from dependency walker lists OSG version 3.1.0.

If you do have both version on your path, this could be your issue.

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Héctor
Martínez
Sent: Tuesday, 15 November 2011 6:32 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Problem loading IVE files

Hi Torben,

thank you for your reply. I am using Windows 7, Visual Studio 2010
Professional and OSG is version 3.0.0.

Cheers

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben
Dannhauer
Sent: martes, 15 de noviembre de 2011 12:14
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Problem loading IVE files

Hi,

ive support should work quite out of the box. What is your OS, compiler, OSG
Version?

Cheers,
Torben

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Re: [osg-users] Problem loading IVE files

2011-11-20 Thread Héctor Martínez
Hi,

thank you for your reply and sorry for the delay in my answer (I was on a
trip). Yes, I am using 3.0.0. What you can see in:

LoadLibraryA((…)\osgPlugins-3.1.0\osgdb_ived.dll)

is not the OSG version. This is just the name of the plugins folder that,
for some reason, has been called 3.1.0, but I think that it is not related
with the actual version of OSG. If I am wrong, please let me know. :)

Anyway, I am still at the same point. I can load 3ds, dae or osg files, for
example, but still not possible to load IVE files.

Cheers!

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent: miércoles, 16 de noviembre de 2011 3:35
To: OpenSceneGraph Users
Subject: Re: [osg-users] Problem loading IVE files

Hi,

Just checking you don't have multiple version of OSG in your path. You said
bellow that you are using version 3.0.0 of OSG yet the output you posted
from dependency walker lists OSG version 3.1.0.

If you do have both version on your path, this could be your issue.

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Héctor
Martínez
Sent: Tuesday, 15 November 2011 6:32 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Problem loading IVE files

Hi Torben,

thank you for your reply. I am using Windows 7, Visual Studio 2010
Professional and OSG is version 3.0.0.

Cheers

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben
Dannhauer
Sent: martes, 15 de noviembre de 2011 12:14
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Problem loading IVE files

Hi,

ive support should work quite out of the box. What is your OS, compiler, OSG
Version?

Cheers,
Torben

--
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http://forum.openscenegraph.org/viewtopic.php?p=43890#43890





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Re: [osg-users] Problem loading IVE files

2011-11-15 Thread Héctor Martínez
Hi Brad,

 

thank you for your reply. Yes, I forgot to mention the dependencywalker
output:

 

LoadLibraryA((…)\osgPlugins-3.1.0\osgdb_ived.dll) called from
OSG78-OSGDBD.DLL at address 0x009153F4 by thread 1.

Loaded OSGDB_IVED.DLL at address 0x0CDC by thread 1.  Successfully
hooked module.

Unloaded OSGDB_IVED.DLL at address 0x0CDC by thread 1.

LoadLibraryA((…)\osgPlugins-3.1.0\osgdb_ived.dll) returned NULL by thread
1. Error: The specified module could not be found (126).

 

But I cannot find anything missing. Just this error.

 

Cheers!

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent: martes, 15 de noviembre de 2011 10:49
To: OpenSceneGraph Users
Subject: Re: [osg-users] Problem loading IVE files

 

Hi,

 

It looks like osg can't load the ive dll. Have you checked that you have all
the dependancies of the ive dll in your path?

From memory it has quite a few dependancies on various parts of OSG. The
'depends.exe' tool is a great help on windows for this sort of thing (and
its free) (http://www.dependencywalker.com/ )

 

 

Cheers,

Brad

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Héctor
Martínez
Sent: Tuesday, 15 November 2011 2:55 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Problem loading IVE files

 

Hi,

 

I have some problems loading IVE files. I have created a simple box with
3DStudio and exported to IVE and is not working. If I export it to OSG
format it works fine, but if I try with IVE or with OSGB it is not working
at all.

 

When trying to load, the output is this:

 

FindFileInPath() : trying (…)\osgPlugins-3.1.0\osdb_ived.dll …

FindFileInPath() : USING (…)\osgPlugins-3.1.0\osdb_ived.dll …

DynamicLibrary::failed loading “osgPlugins-3.1.0\osdb_ived.dll”

Warning: Could not find plugin to read objects from file “OSG/box.ive”.

Error: Unable to load model OSG/box.ive.

 

Any ideas about the problem?

 

Thank you in advance.

 

Best regards

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Re: [osg-users] Problem loading IVE files

2011-11-15 Thread Héctor Martínez
Hi Torben,

thank you for your reply. I am using Windows 7, Visual Studio 2010
Professional and OSG is version 3.0.0.

Cheers

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben
Dannhauer
Sent: martes, 15 de noviembre de 2011 12:14
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Problem loading IVE files

Hi,

ive support should work quite out of the box. What is your OS, compiler, OSG
Version?

Cheers,
Torben

--
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http://forum.openscenegraph.org/viewtopic.php?p=43890#43890





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[osg-users] Animations in osg format

2011-09-27 Thread Héctor Martínez
Hi,

 

I am successfully exporting models with 3D Studio to osg format, but, when
loading, it seems like only keyframe animations work (but keyframeless
animations don’t work). Is it possible to export models with animations to
osg format without keyframes?

 

Thank you.

 

Héctor

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Re: [osg-users] OSG Collada plugin

2011-09-12 Thread Héctor Martínez
Hi Robert,

now I understand the problem. I have managed to solve it. Here are the steps
I have followed, just in case someone needs them:

I have downloaded  the collada-dom-2.2 version and I have built it using the
solution for VS2010 (.\collada-dom-2.2\dom\projects\vc10-1.4)
I have configured the cmake of OSG with the libraries
(./collada-dom-2.2/dom/build/vc10-1.4/libcollada14dom22.lib, and so on) and
the external libraries (./collada-dom-2.2/dom/external-libs/).
Then, in cmake, Configure and Generate, open the OSG solution and then build
dae plugin.
When finished, I have copied the osgdb_daed.dll in my osgPlugins folder and
also the libcollada14dom22-d.dll in my root folder.

And now I can load dae files without problems.

Thank you to everybody who has helped!

Héctor

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Milharcic
Sent: viernes, 09 de septiembre de 2011 16:51
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG Collada plugin


As Jean-Sebastien  already said, If the dae plugin is linked against, for
example, msvcr90d.dll, then it is generally good idea to link all its
dependant dlls to the same runtime (msvcr90d.dll). That usually means you
will have to recompile collada and all its external libs from source. Of
course, it is posible that the problem is elsewhere...

Robert Milharcic

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users- 
 boun...@lists.openscenegraph.org] On Behalf Of Héctor Martínez
 Sent: Friday, September 09, 2011 12:15 PM
 To: 'OpenSceneGraph Users'
 Subject: Re: [osg-users] OSG Collada plugin
 
 Hi,
 
 I am still having the same problem. Does somebody have any idea of 
 what is happening?
 
 Thank you.
 
 Héctor
 
 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of 
 Héctor Martínez
 Sent: miércoles, 24 de agosto de 2011 9:29
 To: 'OpenSceneGraph Users'
 Subject: Re: [osg-users] OSG Collada plugin
 
 Hi Jean-Sebastien,
 
 thank you for your response. It is possible that I am missing 
 something, but it seems that every library is in debug mode. I have 
 checked with Dependency Walker the libs and I have all the debug 
 dependencies in the folder. I have exported one single cube with 
 Blender, just to check that there are no problems with textures and the
same problem is happening.
 
 If I try to run the application from command line instead of from 
 Visual Studio, this is the error that I find:
 
   HEAP CORRUPTION DETECTED: after Normal block (#37612) at 0x0047CF58.
   CRT detected that the application wrote to memory after end of heap 
 buffer.
 
 And I have seen that the messages in the command line goes a bit 
 further than in VS:
   ReaderWriterDAE( OSG/box.dae )
   URI loaded: OSG/box.dae
   Adding parent0039C498
   Adding parent0039C498
 
 Maybe those lines can be helpful to see where the problem is...
 
 Héctor
 
 
 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean- 
 Sébastien Guay
 Sent: martes, 23 de agosto de 2011 15:35
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] OSG Collada plugin
 
 Hi Héctor,
 
  I am having some problems to load collada files into my project. I 
  have used the collada dom lib (libcollada14dom21) to build the plugin.
 
  The line that is throwing the breakpoint is:
 
  osg::ref_ptrosg::Node model = osgDB::readNodeFile(modelFilePath);
 
 This line will be loading the collada plugin, as well as the collada 
 DOM DLLs and others the plugin depends on. So if that line is making 
 your app crash, I would suspect the common gotcha about linking debug 
 and release together (or in general, different runtimes).
 
 So check your compile settings and make sure all your libs and DLLs 
 (even the collada ones and its dependencies) are differentiated 
 between debug and release, and that they all match in the linker settings.
 
 Hope this helps,
 
 J-S
 --
 __
 Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
 http://www.cm-labs.com/
  http://whitestar02.dyndns-web.com/
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 org
 
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Re: [osg-users] OSG Collada plugin

2011-09-09 Thread Héctor Martínez
Hi,

I am still having the same problem. Does somebody have any idea of what is
happening?

Thank you.

Héctor

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Héctor
Martínez
Sent: miércoles, 24 de agosto de 2011 9:29
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] OSG Collada plugin

Hi Jean-Sebastien,

thank you for your response. It is possible that I am missing something, but
it seems that every library is in debug mode. I have checked with Dependency
Walker the libs and I have all the debug dependencies in the folder. I have
exported one single cube with Blender, just to check that there are no
problems with textures and the same problem is happening.

If I try to run the application from command line instead of from Visual
Studio, this is the error that I find:

HEAP CORRUPTION DETECTED: after Normal block (#37612) at 0x0047CF58.
CRT detected that the application wrote to memory after end of heap
buffer.

And I have seen that the messages in the command line goes a bit further
than in VS:
ReaderWriterDAE( “OSG/box.dae” )
URI loaded: OSG/box.dae
Adding parent0039C498
Adding parent0039C498

Maybe those lines can be helpful to see where the problem is...

Héctor


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: martes, 23 de agosto de 2011 15:35
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG Collada plugin

Hi Héctor,

 I am having some problems to load collada files into my project. I 
 have used the collada dom lib (libcollada14dom21) to build the plugin.

 The line that is throwing the breakpoint is:

 osg::ref_ptrosg::Node model = osgDB::readNodeFile(modelFilePath);

This line will be loading the collada plugin, as well as the collada DOM
DLLs and others the plugin depends on. So if that line is making your app
crash, I would suspect the common gotcha about linking debug and release
together (or in general, different runtimes).

So check your compile settings and make sure all your libs and DLLs (even
the collada ones and its dependencies) are differentiated between debug and
release, and that they all match in the linker settings.

Hope this helps,

J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
 http://whitestar02.dyndns-web.com/
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Re: [osg-users] OSG VRML plugin

2011-08-29 Thread Héctor Martínez
Hi Jan,

yes, I am trying to solve this from outside this mailing list. I will write 
back if I found the answer.

Cheers

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jan Ciger
Sent: sábado, 27 de agosto de 2011 16:36
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG VRML plugin

On 08/24/2011 12:15 PM, Héctor Martínez wrote:
 Hi Keith,

 thank you for your response. I am trying to compile the version of 
 OpenVRML that you say (0.17.12), but I am still having some problems 
 to compile it. I get some errors, for example:

Hello Hector,

As these are really OpenVRML problems, you may be better served by asking in 
the OpenVRML mailing list. Maybe OpenVRML doesn't work with the latest boost 
version or your version of Visual Studio, hard to say.

Regards,

Jan
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Re: [osg-users] OSG Collada plugin

2011-08-24 Thread Héctor Martínez
Hi Jean-Sebastien,

thank you for your response. It is possible that I am missing something, but
it seems that every library is in debug mode. I have checked with Dependency
Walker the libs and I have all the debug dependencies in the folder. I have
exported one single cube with Blender, just to check that there are no
problems with textures and the same problem is happening.

If I try to run the application from command line instead of from Visual
Studio, this is the error that I find:

HEAP CORRUPTION DETECTED: after Normal block (#37612) at 0x0047CF58.
CRT detected that the application wrote to memory after end of heap
buffer.

And I have seen that the messages in the command line goes a bit further
than in VS:
ReaderWriterDAE( “OSG/box.dae” )
URI loaded: OSG/box.dae
Adding parent0039C498
Adding parent0039C498

Maybe those lines can be helpful to see where the problem is...

Héctor


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: martes, 23 de agosto de 2011 15:35
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG Collada plugin

Hi Héctor,

 I am having some problems to load collada files into my project. I 
 have used the collada dom lib (libcollada14dom21) to build the plugin.

 The line that is throwing the breakpoint is:

 osg::ref_ptrosg::Node model = osgDB::readNodeFile(modelFilePath);

This line will be loading the collada plugin, as well as the collada DOM
DLLs and others the plugin depends on. So if that line is making your app
crash, I would suspect the common gotcha about linking debug and release
together (or in general, different runtimes).

So check your compile settings and make sure all your libs and DLLs (even
the collada ones and its dependencies) are differentiated between debug and
release, and that they all match in the linker settings.

Hope this helps,

J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
 http://whitestar02.dyndns-web.com/
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Re: [osg-users] OSG VRML plugin

2011-08-24 Thread Héctor Martínez
Hi Keith,

thank you for your response. I am trying to compile the version of OpenVRML
that you say (0.17.12), but I am still having some problems to compile it. I
get some errors, for example:

1c:\projects\openvrml-0.17.12\src\libopenvrml\openvrml\node.h(198): error
C2668: 'boost::bind' : ambiguous call to overloaded function
1  c:\program files
(x86)\boost\boost_1_46_1\boost\bind\bind.hpp(1480): could be
'boost::_bi::bind_tR,F,L
boost::bindopenvrml::node_interface_matches_field,boost::argI,std::string
(F,A1,A2)'
1  with
1  [
1  R=boost::_bi::unspecified,
1  F=openvrml::node_interface_matches_field,
1
L=boost::_bi::list2boost::arg1,boost::_bi::valuestd::string,
1  I=1,
1  A1=boost::arg1,
1  A2=std::string
1  ]
1  c:\program files (x86)\microsoft visual studio
10.0\vc\include\xxbind1(334): or
'std::tr1::_Bind_fty_Fty,_Ret,_BindN
std::tr1::bindopenvrml::node_interface_matches_field,boost::argI,std::str
ing(_Fty,_Arg0,_Arg1)' [found using argument-dependent lookup]
1  with
1  [
1  _Fty=openvrml::node_interface_matches_field,
1  _Ret=std::tr1::_Notforced,
1
_BindN=std::tr1::_Bind2std::tr1::_Callable_objopenvrml::node_interface_mat
ches_field,false,boost::arg1,std::string,
1  I=1,
1  _Arg0=boost::arg1,
1  _Arg1=std::string
1  ]
1  while trying to match the argument list
'(openvrml::node_interface_matches_field, boost::argI, const std::string)'
1  with
1  [
1  I=1
1  ]

If I change the code in node.h

bind(node_interface_matches_field(), _1, id));
for:
boost::bind(node_interface_matches_field(), _1, id));
then I get several errors of this kind:

1c:\projects\openvrml-0.17.12\src\libopenvrml\openvrml\node_impl_util.h(449
): error C2899: typename cannot be used outside a template declaration

Do you know how to solve those problems? I have found your instructions but
I cannot follow them without openvrml library.

Cheers

Héctor


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Keith
Parkins
Sent: martes, 23 de agosto de 2011 16:44
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG VRML plugin

Hi Héctor,

The Readme file in the src folder for the vrml plugin states that it
requires a minimum of OpenVRML 0.17.12 and Boost 1.38. I built the plugin
with OpenVRML 0.17.12 and Boost 1.46.1.

If you look through the list archives, you will find a post of mine from
last spring that explains how to modify the CmakeLists.txt file in order to
enable compilation on a Windows platform. You just need to remove the
references to the antlr and regex libraries as they are obsolete in openvrml
after ~0.17. You also need to define a macro when you are compiling a
program with the new openvrml library stating how you are going to link (see
openvrml-config.h for details). You will choose either -DOPENVRML_USE_DLL or
-DOPENVRML_USE_LIB depending on whether you are linking with the dynamic or
static library.

Hopefully that'll be all you need to do to get it to build. I haven't tried
the 0.18.x libraries, so your problem may be just a problem with a change of
the API between 0.17 and 0.18.

-K

On Tue, 23 Aug 2011, Héctor Martínez wrote:

 I have forgotten to mention that as that was an old version of 
 openvrml, I have tried with  the 0.18.8 version of openvrml, but it 
 seems to have changed a lot and I am not able to compile it. It seems 
 to be a problem with the boost library (I am using the 1.46.1 version 
 of boost). Does anybody know which versions of openvrml and boost I need
for OSG 3.0.0?



 Héctor



 From: Héctor Martínez [mailto:hector.marti...@sensetrix.com]
 Sent: martes, 23 de agosto de 2011 12:25
 To: osg-users@lists.openscenegraph.org
 Subject: OSG VRML plugin



 Hello everyone,



 I am trying to compile VMRL plugin for OSG, but I am not succeeding at
all.
 I have followed those instructions:




 http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpeci
 fics/V
 isualStudio/VisualStudioPlugins
 http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecif
 ics/Vi
 sualStudio/VisualStudioPlugins



 and I was able to compile openvrml, so now I have the antlr.lib, 
 openvrml.lib and the regex.lib files. I have configured cmake to build 
 the VRML plugin and everything OK. When I load the OSG solution in 
 Visual Studio, I am able to compile everything but the VRML plugin. 
 This is the output I get:



 2ClCompile:

 2  IndexedFaceSet.cpp

 2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(23): error C2064: 
 2term
 does not evaluate to a function taking 0 arguments

 2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(23): error C2228: 
 2left
 of '.id' must have class/struct/union

 2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(25): error

[osg-users] OSG Collada plugin

2011-08-23 Thread Héctor Martínez
Hi,

 

I am having some problems to load collada files into my project. I have used
the collada dom lib (libcollada14dom21) to build the plugin.

 

The line that is throwing the breakpoint is:

 

osg::ref_ptrosg::Node model = osgDB::readNodeFile(modelFilePath);

 

In the command window I can see that the plugin is found and can be opened.
The dae file is also found. The last line of the command window is:

 

ReaderWriterDAE( “OSG/plant.dae” )

 

The Output window says this:

 

Critical error detected c374

Windows has triggered a breakpoint in Test.exe.

 

This may be due to a corruption of the heap, which indicates a bug in
Test.exe or any of the DLLs it has loaded.

 

This may also be due to the user pressing F12 while Test.exe has focus.

 

The output window may have more diagnostic information.

 

Does anybody know where the problem is? I know that this is very little
information, but I don’t know where to find more info about the error.

 

Thank you.

 

Héctor

 

 

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[osg-users] OSG VRML plugin

2011-08-23 Thread Héctor Martínez
Hello everyone,

 

I am trying to compile VMRL plugin for OSG, but I am not succeeding at all.
I have followed those instructions:

 

 
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/V
isualStudio/VisualStudioPlugins
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Vi
sualStudio/VisualStudioPlugins

 

and I was able to compile openvrml, so now I have the antlr.lib,
openvrml.lib and the regex.lib files. I have configured cmake to build the
VRML plugin and everything OK. When I load the OSG solution in Visual
Studio, I am able to compile everything but the VRML plugin. This is the
output I get:

 

2ClCompile:

2  IndexedFaceSet.cpp

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(23): error C2064: term
does not evaluate to a function taking 0 arguments

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(23): error C2228: left
of '.id' must have class/struct/union

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(25): error C2440:
'initializing' : cannot convert from 'const openvrml::field_value' to
'std::auto_ptr_Ty'

2  with

2  [

2  _Ty=openvrml::field_value

2  ]

2  No constructor could take the source type, or constructor
overload resolution was ambiguous

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(28): error C2064: term
does not evaluate to a function taking 0 arguments

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(28): error C2228: left
of '.get' must have class/struct/union

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(43): error C2440:
'initializing' : cannot convert from 'const openvrml::field_value' to
'std::auto_ptr_Ty'

2  with

2  [

2  _Ty=openvrml::field_value

2  ]

2  No constructor could take the source type, or constructor
overload resolution was ambiguous

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(49): error C2064: term
does not evaluate to a function taking 0 arguments

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(49): error C2228: left
of '.size' must have class/struct/union

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(51): error C2064: term
does not evaluate to a function taking 0 arguments

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(75): error C2440:
'initializing' : cannot convert from 'const openvrml::field_value' to
'std::auto_ptr_Ty'

2  with

2  [

2  _Ty=openvrml::field_value

2  ]

2  No constructor could take the source type, or constructor
overload resolution was ambiguous

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(77): error C2064: term
does not evaluate to a function taking 0 arguments

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(77): error C2228: left
of '.get' must have class/struct/union

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(94): error C2440:
'initializing' : cannot convert from 'const openvrml::field_value' to
'std::auto_ptr_Ty'

2  with

2  [

2  _Ty=openvrml::field_value

2  ]

2  No constructor could take the source type, or constructor
overload resolution was ambiguous

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(99): error C2064: term
does not evaluate to a function taking 0 arguments

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(99): error C2228: left
of '.size' must have class/struct/union

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(101): error C2064: term
does not evaluate to a function taking 0 arguments

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(101): error C2228: left
of '.size' must have class/struct/union

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(103): error C2064: term
does not evaluate to a function taking 0 arguments

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(117): error C2440:
'initializing' : cannot convert from 'const openvrml::field_value' to
'std::auto_ptr_Ty'

2  with

2  [

2  _Ty=openvrml::field_value

2  ]

2  No constructor could take the source type, or constructor
overload resolution was ambiguous

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(119): error C2064: term
does not evaluate to a function taking 0 arguments

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(119): error C2228: left
of '.get' must have class/struct/union

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(136): error C2440:
'initializing' : cannot convert from 'const openvrml::field_value' to
'std::auto_ptr_Ty'

2  with

2  [

2  _Ty=openvrml::field_value

2  ]

2  No constructor could take the source type, or constructor
overload resolution was ambiguous

 

There are more errors, but all of them are similar.

 

Any ideas about what’s wrong?

 

Thank you.

 

Héctor

 

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Re: [osg-users] OSG VRML plugin

2011-08-23 Thread Héctor Martínez
I have forgotten to mention that as that was an old version of openvrml, I
have tried with  the 0.18.8 version of openvrml, but it seems to have
changed a lot and I am not able to compile it. It seems to be a problem with
the boost library (I am using the 1.46.1 version of boost). Does anybody
know which versions of openvrml and boost I need for OSG 3.0.0?

 

Héctor

 

From: Héctor Martínez [mailto:hector.marti...@sensetrix.com] 
Sent: martes, 23 de agosto de 2011 12:25
To: osg-users@lists.openscenegraph.org
Subject: OSG VRML plugin

 

Hello everyone,

 

I am trying to compile VMRL plugin for OSG, but I am not succeeding at all.
I have followed those instructions:

 

 
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/V
isualStudio/VisualStudioPlugins
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Vi
sualStudio/VisualStudioPlugins

 

and I was able to compile openvrml, so now I have the antlr.lib,
openvrml.lib and the regex.lib files. I have configured cmake to build the
VRML plugin and everything OK. When I load the OSG solution in Visual
Studio, I am able to compile everything but the VRML plugin. This is the
output I get:

 

2ClCompile:

2  IndexedFaceSet.cpp

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(23): error C2064: term
does not evaluate to a function taking 0 arguments

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(23): error C2228: left
of '.id' must have class/struct/union

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(25): error C2440:
'initializing' : cannot convert from 'const openvrml::field_value' to
'std::auto_ptr_Ty'

2  with

2  [

2  _Ty=openvrml::field_value

2  ]

2  No constructor could take the source type, or constructor
overload resolution was ambiguous

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(28): error C2064: term
does not evaluate to a function taking 0 arguments

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(28): error C2228: left
of '.get' must have class/struct/union

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(43): error C2440:
'initializing' : cannot convert from 'const openvrml::field_value' to
'std::auto_ptr_Ty'

2  with

2  [

2  _Ty=openvrml::field_value

2  ]

2  No constructor could take the source type, or constructor
overload resolution was ambiguous

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(49): error C2064: term
does not evaluate to a function taking 0 arguments

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(49): error C2228: left
of '.size' must have class/struct/union

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(51): error C2064: term
does not evaluate to a function taking 0 arguments

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(75): error C2440:
'initializing' : cannot convert from 'const openvrml::field_value' to
'std::auto_ptr_Ty'

2  with

2  [

2  _Ty=openvrml::field_value

2  ]

2  No constructor could take the source type, or constructor
overload resolution was ambiguous

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(77): error C2064: term
does not evaluate to a function taking 0 arguments

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(77): error C2228: left
of '.get' must have class/struct/union

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(94): error C2440:
'initializing' : cannot convert from 'const openvrml::field_value' to
'std::auto_ptr_Ty'

2  with

2  [

2  _Ty=openvrml::field_value

2  ]

2  No constructor could take the source type, or constructor
overload resolution was ambiguous

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(99): error C2064: term
does not evaluate to a function taking 0 arguments

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(99): error C2228: left
of '.size' must have class/struct/union

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(101): error C2064: term
does not evaluate to a function taking 0 arguments

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(101): error C2228: left
of '.size' must have class/struct/union

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(103): error C2064: term
does not evaluate to a function taking 0 arguments

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(117): error C2440:
'initializing' : cannot convert from 'const openvrml::field_value' to
'std::auto_ptr_Ty'

2  with

2  [

2  _Ty=openvrml::field_value

2  ]

2  No constructor could take the source type, or constructor
overload resolution was ambiguous

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(119): error C2064: term
does not evaluate to a function taking 0 arguments

2..\..\..\..\src\osgPlugins\vrml\IndexedFaceSet.cpp(119): error C2228: left
of '.get' must have class/struct/union

2..\..\..\..\src\osgPlugins\vrml

Re: [osg-users] OSG for Android

2011-08-15 Thread Héctor Martínez
Hi Riccardo,

 

I have used the ndk-build command and (after long time J ) it has finished
apparently without errors. The I have copied the files to the osgViewer
project (under the obj folder). After that, I have tried to compile using
ndk-build, and I got this error:

 

Compile++ thumb : osgNativeLib = osgNativeLib.cpp

/bin/sh: -Itype: No such file or directory

make: ***
[/cygdrive/c/Projects/Eclipse/osgViewer/obj/local/armeabi/objs/osgNativeLib/
osgNativeLib.o] Error 1

 

Of course, there is no such file in that folder. I neither have been able to
find that file in the OSG folder. So, maybe compilation has not worked
correctly?

 

Cheers

 

Héctor

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Riccardo
Corsi
Sent: viernes, 12 de agosto de 2011 15:49
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG for Android

 

Hi Hector,

maybe you can try to use the ndk-build command instead of make, and see if
it runs smooth.
If so, probably there's something wrong with the makefile generated by
CMake...

Regarding the osg Android example, the folder structure is the same as the
one of the NDK examples.
Build instructions for native projects are very clear on the ndk online
documentation, especially if you use Eclipse.
You basically need to build the native part of the example before (under the
jni folder) the same way you compiled the native osg libs, and afterwards
build the java files under src. They make use of the native lib, and both
the java code and the native library will be packed in the apk by Eclipse
(or the compiler you're using).

HTH,
Ricky



2011/8/12 Héctor Martínez hector.marti...@sensetrix.com

Hi and thank you.

 

I first tried with the Cmake GUI, but I got some errors. After that, I have
read your answer pointing to command line. I have used the cmake command
line (not without some problems J ):

cmake - OK

make - Error:

make[3]: ***
[/cygdrive/c/Projects/OpensSceneGraph-3.0.1/OpenSceneGraph/obj/local/armeabi
-v7a/objs/osgdb_serializers_osg/BlendEquation..o] Error 126

make[3]: *** Waiting for unfinished jobs….

make[2]: *** [Android-OpenSceneGraph] Error 2

make[1]: *** [CMakeFiles/ndk.dir/all] Error 2

make: *** [all] Error 2

After that, I have tried to use “make install” and it has finished without
error, but I think this is a weird behavior.

 

Anyway, does somebody now how to solve the problem?

 

And another question, after compiling (if I can make it J ), what files (and
where) will I need to include in the OSG Android example?

 

Thank you.

 

Cheers,

 

Héctor

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mourad
Boufarguine
Sent: jueves, 11 de agosto de 2011 16:50


To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG for Android

 

 

On Thu, Aug 11, 2011 at 1:09 PM, Mourad Boufarguine
mourad.boufargu...@gmail.com wrote:

Hi Hector,

 

2011/8/11 Héctor Martínez hector.marti...@sensetrix.com

Thank you Mourad and Jorge.

 

I have never used CygWin and I am trying to follow those instructions:

 

 
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/C
ygwin
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Cy
gwin

 

Those are for building OSG with cygwin to be used on a PC.

 

 

But it is a bit messy for me. Mourad, it seems like you have successfully
compiled OSG for Android in Windows. Could you please give me a quick guide
or some tips?

 

 

1/ install Cygwin ^^ , make sure to install gcc , g++, make, ... (a full
install may be helpful).

 

Please note that, although we won't be compiling osg with cygwin's g++ , it
needs to be installed in order for cmake to get over compiler checks at the
beginning of configuration. (and other packages may be also needed)

 

2/ in cmake gui, set the sources and binairies folders, hit configure and
choose Unix Makefiles as generator

 

3/ Check OSG_BUILD_PLATFORM_ANDROID and hit configure

 

4/ Set (if not set) ANDROID_NDK path

 

5/ Configure your build whether you want GLES1 or GLES2 following these
instructions :
http://www.openscenegraph.org/projects/osg/wiki/Community/OpenGL-ES 

 

6/ Configure and Generate

 

7/ open Cygwin batch, cd to binaires dir, and make

 

 

Héctor

 

 

Cheers,

Mourad 

 

 

After re trying and checking, i found out that it is preferable to use the
command line cmake in cygwin rather than cmake gui :

 

 
 
 
 
cmake .. -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

Mourad

Re: [osg-users] OSG for Android

2011-08-12 Thread Héctor Martínez
Hi and thank you.

 

I first tried with the Cmake GUI, but I got some errors. After that, I have
read your answer pointing to command line. I have used the cmake command
line (not without some problems J ):

cmake - OK

make - Error:

make[3]: ***
[/cygdrive/c/Projects/OpensSceneGraph-3.0.1/OpenSceneGraph/obj/local/armeabi
-v7a/objs/osgdb_serializers_osg/BlendEquation..o] Error 126

make[3]: *** Waiting for unfinished jobs….

make[2]: *** [Android-OpenSceneGraph] Error 2

make[1]: *** [CMakeFiles/ndk.dir/all] Error 2

make: *** [all] Error 2

After that, I have tried to use “make install” and it has finished without
error, but I think this is a weird behavior.

 

Anyway, does somebody now how to solve the problem?

 

And another question, after compiling (if I can make it J ), what files (and
where) will I need to include in the OSG Android example?

 

Thank you.

 

Cheers,

 

Héctor

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mourad
Boufarguine
Sent: jueves, 11 de agosto de 2011 16:50
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG for Android

 

 

On Thu, Aug 11, 2011 at 1:09 PM, Mourad Boufarguine
mourad.boufargu...@gmail.com wrote:

Hi Hector,

 

2011/8/11 Héctor Martínez hector.marti...@sensetrix.com

Thank you Mourad and Jorge.

 

I have never used CygWin and I am trying to follow those instructions:

 

 
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/C
ygwin
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Cy
gwin

 

Those are for building OSG with cygwin to be used on a PC.

 

 

But it is a bit messy for me. Mourad, it seems like you have successfully
compiled OSG for Android in Windows. Could you please give me a quick guide
or some tips?

 

 

1/ install Cygwin ^^ , make sure to install gcc , g++, make, ... (a full
install may be helpful).

 

Please note that, although we won't be compiling osg with cygwin's g++ , it
needs to be installed in order for cmake to get over compiler checks at the
beginning of configuration. (and other packages may be also needed)

 

2/ in cmake gui, set the sources and binairies folders, hit configure and
choose Unix Makefiles as generator

 

3/ Check OSG_BUILD_PLATFORM_ANDROID and hit configure

 

4/ Set (if not set) ANDROID_NDK path

 

5/ Configure your build whether you want GLES1 or GLES2 following these
instructions :
http://www.openscenegraph.org/projects/osg/wiki/Community/OpenGL-ES 

 

6/ Configure and Generate

 

7/ open Cygwin batch, cd to binaires dir, and make

 

 

Héctor

 

 

Cheers,

Mourad 

 

 

After re trying and checking, i found out that it is preferable to use the
command line cmake in cygwin rather than cmake gui :

 

 
 
cmake .. -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

Mourad

 

 

 

 

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Re: [osg-users] OSG for Android

2011-08-11 Thread Héctor Martínez
Thank you Mourad and Jorge.

 

I have never used CygWin and I am trying to follow those instructions:

 

 
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/C
ygwin
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Cy
gwin

 

But it is a bit messy for me. Mourad, it seems like you have successfully
compiled OSG for Android in Windows. Could you please give me a quick guide
or some tips?

 

Héctor

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jorge
Izquierdo Ciges
Sent: miércoles, 10 de agosto de 2011 19:31
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG for Android

 

YAOUCH! I missed that! xD you are damn right.

2011/8/10 Mourad Boufarguine mourad.boufargu...@gmail.com

Hi Hector,

 

2011/8/10 Héctor Martínez hector.marti...@sensetrix.com

Thank you for the response. I am having some problems with the MINGW/MSYS
make. Here is the problem:

You have to use Cygwin not MinGW/MSYS on windows to develop with android
ndk.

 

Mourad


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Re: [osg-users] OSG for Android

2011-08-10 Thread Héctor Martínez
Thank you for the response. I am having some problems with the MINGW/MSYS
make. Here is the problem:

 

 Android NDK: Trying to define local module
‘OpenThreads’ in
C:/Projects/OpenSceneGraph-3.0.1/OpenSceneGraph/build32_Android/src/OpenThre
ads/pthreads/Android.mk.

 

Android NDK: But this module was already defined by
C:/Projects/OpenSceneGraph-3.0.1/OpenSceneGraph/build32_Android/src/OpenThre
ads/pthreads/Android.mk.
/C/Projects/android-ndk-r5b/build/core/build-moduloe.mk:34: *** Android NDK:
Aborting. .  Stop.

 make[2]: *** [Android-OpenSceneGraph] Error 2

 make[1]: *** [CMakeFiles/ndk.dir/all] Error 2

 

Any ideas? It seems like it is loading some file twice or something like
that.

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jorge
Izquierdo Ciges
Sent: lunes, 08 de agosto de 2011 17:14
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG for Android

 

There's no trouble in that. Android binaries are platform independant (they
are from Android) and I suppose following the google instructions shouldn't
give much trouble to anyone. I didn't like MinGW so I sticked with Linux.

 

-

 

Thank you for the dependencies. But, how am I supposed to use them? I mean,
which is the structure for cmake to recognize them?

 

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Rafa Gaitan
Sent: martes, 09 de agosto de 2011 9:10
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG for Android

 

Hi Hector,

 

ThirdParty package for android is deployed here:

 http://www2.ai2.upv.es/difusion/osgAndroid/3rdpartyAndroid.zip
http://www2.ai2.upv.es/difusion/osgAndroid/3rdpartyAndroid.zip

 

 

Cheers,

 

Héctor

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Re: [osg-users] OSG for Android

2011-08-08 Thread Héctor Martínez
Hi Jorge,

 

thank you for your response! You were right, it works with command line. But
now I have new problems:

 

-  It doesn´t find some plugins (jpg, png… etc).

-  When trying to build the solution I get this error:

2InitializeBuildStatus:

2  Touching Win32\Debug\ndk\ndk.unsuccessfulbuild.

2CustomBuild:

2  The system cannot find the path specified.

2  Generating Android-OpenSceneGraph

2C:\Program Files
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(151,5): error
MSB6006: cmd.exe exited with code 3.

2

2Build FAILED

 

Any ideas about what’s wrong?

 

Thank you.

 

Cheers,

 

Héctor

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jorge
Izquierdo Ciges
Sent: lunes, 08 de agosto de 2011 10:42
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG for Android

 

Try cleaning Cmake configure of the osg directory first. And don't use a
graphical Cmake bad shit happens sometimes. In wiki there is a comand line
cmake example.

El 8 de agosto de 2011 07:55, Héctor Martínez
hector.marti...@sensetrix.com escribió:

and clicking the Configure button, a huge amount of similar errors appear. I
have tried with An

 

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