[osg-users] Show loading info on osgQt::QWebViewImage
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! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Adding transparency loses color
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] GPS-like map
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 dont 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). Lets think in static obstacles only. - The map and the route have to be displayed in the OSG scene (in the HUD, for example, but thats 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 dont 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! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] GPS-like map
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 Im 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 dont 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). Lets think in static obstacles only. - The map and the route have to be displayed in the OSG scene (in the HUD, for example, but thats 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] GPS-like map
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] GPS-like map
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 dont 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! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rotation animation
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Rotation animation
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 dont 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rotation animation
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 dont 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rotation animation
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Animate Nathan
Hi Cedric, thank you for your hints. In fact I have a little idea about skeletal animation, but Im new with this in OSG. I am reading and looking for info, but its 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 dont know where to start. I have been trying to use DOFTransform, but I cant 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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Animate Nathan
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 dont know where to start. I have been trying to use DOFTransform, but I cant 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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Load images from resources file (rc)
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Load images from resources file (rc)
Hi, does anybody know if it is possible to load images from a .rc file in osg using osgDB::readImageFile? Thanks in advance ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Application crash on XP
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 Im 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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Play audio files
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. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Streaming audio
Hi Chris, thank you for the link. Yes, I forgot to mention, Im 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Streaming audio
Hi Chris, thank you for the link. Yes, I forgot to mention, Im 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] kml animations
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Play audio files
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. org
Re: [osg-users] Play audio files
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Play audio files
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. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Play audio files
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 dont 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. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Play audio files
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 dont 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem loading IVE files
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
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43890#43890 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org - DISCLAIMER: This e-mail transmission and any documents, files and previous e-mail messages attached to it are private and confidential. They may contain proprietary or copyright material or information that is subject to legal professional privilege. They are for the use of the intended recipient only. Any unauthorised viewing, use, disclosure, copying, alteration, storage or distribution of, or reliance on, this message is strictly prohibited. No part may be reproduced, adapted or transmitted without the written permission of the owner. If you have received this transmission in error, or are not an authorised recipient, please immediately notify the sender by return email, delete this message and all copies from your e-mail system, and destroy any printed copies. Receipt by anyone other than the intended recipient should not be deemed a waiver of any privilege or protection. Thales Australia does not warrant or represent that this e-mail or any documents, files and previous e-mail
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43890#43890 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org - DISCLAIMER: This e-mail transmission and any documents, files and previous e-mail messages attached to it are private and confidential. They may contain proprietary or copyright material or information that is subject to legal professional privilege. They are for the use of the intended recipient only. Any unauthorised viewing, use, disclosure, copying, alteration, storage or distribution of, or reliance on, this message is strictly prohibited. No part may be reproduced, adapted or transmitted without the written permission of the owner. If you have received this transmission in error, or are not an authorised recipient, please immediately notify the sender by return email, delete this message and all copies from your e-mail system, and destroy any printed copies. Receipt by anyone other than the intended recipient should not be deemed a waiver of any privilege or protection. Thales Australia does not warrant or represent that this e-mail or any documents, files and previous e-mail messages attached are error or virus free. - ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem loading IVE files
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 - DISCLAIMER: This e-mail transmission and any documents, files and previous e-mail messages attached to it are private and confidential. They may contain proprietary or copyright material or information that is subject to legal professional privilege. They are for the use of the intended recipient only. Any unauthorised viewing, use, disclosure, copying, alteration, storage or distribution of, or reliance on, this message is strictly prohibited. No part may be reproduced, adapted or transmitted without the written permission of the owner. If you have received this transmission in error, or are not an authorised recipient, please immediately notify the sender by return email, delete this message and all copies from your e-mail system, and destroy any printed copies. Receipt by anyone other than the intended recipient should not be deemed a waiver of any privilege or protection. Thales Australia does not warrant or represent that this e-mail or any documents, files and previous e-mail messages attached are error or virus free. - ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43890#43890 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Animations in osg format
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 dont work). Is it possible to export models with animations to osg format without keyframes? Thank you. Héctor ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Collada plugin
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/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. org ___ osg
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/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG VRML plugin
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 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/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG VRML plugin
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
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 dont know where to find more info about the error. Thank you. Héctor ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 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\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 whats wrong? Thank you. Héctor ___ osg-users mailing list osg-users@lists.openscenegraph.org
Re: [osg-users] OSG VRML plugin
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
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
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG for Android
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG for Android
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG for Android
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 whats 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org