Re: [osg-users] Which version of the Collada DOM does OSG use?
Well, it should be the latest (svn), however, the CMakeLists.txt for the collada plugin is somewhat outdated. Im still waiting for a response on my emails regarding this, as I (for the last 4-5months) have to patch the cmakefile to build the osgplugin under windows. /Anders On Jan 4, 2008 2:50 AM, [EMAIL PROTECTED] wrote: I'm trying to reply to an issue raised by someone regarding Collada support in OSG: http://sourceforge.net/forum/forum.php?thread_id=1899938forum_id=531263 I made some changes to the Collada DOM that may require a few tweaks in client applications such as OSG's Collada plugin. Dilian reported that the changes broke the plugin. This raises the question of exactly what version of the DOM you're supposed to build OSG's Collada plugin against. Is it expected that the plugin will use the last official release of the DOM (which is version 1.3 from March 2007), or does the plugin require the latest development version of the DOM? When I went looking through the OSG sources to figure things out, I found something odd: the CMakeLists.txt file for the Collada plugin seems to have the Windows build using DOM 1.3 (there's a reference to collada_STLDatabase, which no longer exists in the latest version) and the non-Windows build seems to use the latest development version of the DOM (there's a reference to libpcre, which is only required by the latest development version of the DOM). I'm confused about what I should do to fix things in the Collada plugin. Steve ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Build error
Visual Studio 7.1 build error , whats going on, i did a rebuild of the freetype two weeks ago -- Build started: Project: osgText, Configuration: Release Win32 -- Linking... Creating library C:\dev\OpenSceneGraphSVN\OpenSceneGraph\lib\Release\..\osgText.lib and object C:\dev\OpenSceneGraphSVN\OpenSceneGraph\lib\Release\..\osgText.exp Font3D.obj : error LNK2001: unresolved external symbol public: virtual class osgText::Font::Glyph * __thiscall osgText::Font::getGlyph(unsigned int) ([EMAIL PROTECTED]@osgText@@[EMAIL PROTECTED]@[EMAIL PROTECTED]) FadeText.obj : error LNK2001: unresolved external symbol public: virtual class osgText::Font::Glyph * __thiscall osgText::Font::getGlyph(unsigned int) ([EMAIL PROTECTED]@osgText@@[EMAIL PROTECTED]@[EMAIL PROTECTED]) Font3D.obj : error LNK2001: unresolved external symbol public: virtual class osg::Vec2f __thiscall osgText::Font::getKerning(unsigned int,unsigned int,enum osgText::KerningType) ([EMAIL PROTECTED]@osgText@@[EMAIL PROTECTED]@@ [EMAIL PROTECTED]@@Z) FadeText.obj : error LNK2001: unresolved external symbol public: virtual class osg::Vec2f __thiscall osgText::Font::getKerning(unsigned int,unsigned int,enum osgText::KerningType) ([EMAIL PROTECTED]@osgText@@[EMAIL PROTECTED]@@ [EMAIL PROTECTED]@@Z) Font3D.obj : error LNK2001: unresolved external symbol public: virtual void __thiscall osgText::Font::setFontResolution(unsigned int,unsigned int) ([EMAIL PROTECTED]@osgText@@[EMAIL PROTECTED]) FadeText.obj : error LNK2001: unresolved external symbol public: virtual void __thiscall osgText::Font::setFontResolution(unsigned int,unsigned int) ([EMAIL PROTECTED]@osgText@@[EMAIL PROTECTED]) C:\dev\OpenSceneGraphSVN\OpenSceneGraph\lib\Release\..\..\bin\osg26- osgText.dll : fatal error LNK1120: 3 unresolved externals -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] gl_fragcolor.w
Hi again. I found the setMode( GL_BLEND, osg::StateAttribute::ON ) Now it works! Thanks a lot for the quick hint Robert. Regards, Hilmar. Von: [EMAIL PROTECTED] im Auftrag von Robert Osfield Gesendet: Do 03.01.2008 21:09 An: OpenSceneGraph Users Betreff: Re: [osg-users] gl_fragcolor.w Have you enabled blending? On Jan 3, 2008 5:51 PM, hermens [EMAIL PROTECTED] wrote: Hi all. I implemented a water shader in a little demo. Everything looks fine but i can't get the alpha of the gl_FragColor to work. I also looked in the osgshaders example but there is the same problem. For example if I change the gl_FragColor in file blocky.frag to gl_FragColor = vec4 (color, 0.2) i don't see any difference. Any reasons why? Thanks in advance, Hilmar. ___ 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] Which version of the Collada DOM does OSG use?
HI Anders, On Jan 4, 2008 8:34 AM, Anders Backman [EMAIL PROTECTED] wrote: Well, it should be the latest (svn), however, the CMakeLists.txt for the collada plugin is somewhat outdated. Im still waiting for a response on my emails regarding this, as I (for the last 4-5months) have to patch the cmakefile to build the osgplugin under windows. I believe did reply. From what I recall I was concerned before that your changes would fix the build on your setup but break it on others so the changes wasn't merged. There have been changes to the COLLADA CMakeLists.txt file so could you reviewing this and then put forward any suggestions to amendments. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] new osg installation blank screen on nvidia
Hi Stewart, On Jan 3, 2008 9:27 PM, Stewart Andreason [EMAIL PROTECTED] wrote: It did not compile those versions of osgviewer. I don't see an obvious line in the CMakeCache.txt to provide the needed hint. The osgviewerSDL and osgviewerGLUT example will be compiled is you enable compilation of the examples and you have SDL or GLUT developer libraries installed. If you do go on to install them just remove the CMakeCache.txt and then run ./configure once more, then run ccmake . to enable the build of the examples. FYI, To edit the compile options all you need to do is run: ccmake . And it'll bring up a GUI within the console that you can browse and toggle the various options, use this in preference to trying to make sense of the CMakeCache.txt file. No other OSG versions have ever been installed, unless I count this one 2 days ago, before trying to recompile, from a clean directory, with debug and examples enabled. If you do plan to use the debug version add a d to the end of the application name, so run osgviewerd etc. The d addition is simply a way of differentiating the different debug and release versions in a way that is consistent across all platforms. For you own investigation I don't think debug will help too much so just stick with the release build. The most likely route of the problems will be outwith the OSG, relating to the OpenGL driver and/or window manager. As a word of encouragement, I spend development almost exclusively under Linux - right now Kubuntu, but have used various flavours before this without problems, but I haven't used Slackware though. The last time we did a poll around 40% of the OSG user base also develop under Linux, I suspect this figure is even higher now. This all points the OSG having a great deal of exposure and testing under Linux, the vast majority of Linux are able just to compile, install and run without issues. Checking your original post, you are using a 2.4.x kernel, which is pretty old now as in the gcc version. Perhaps there are issues with mixing the NVidia OpenGL driver with an old setup. Are chance you grab one of the latest Linux distributions, some of them are very slick, Linux has come a long way over the past few years. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Which version of the Collada DOM does OSG use?
Hi Steven, The SVN version of the OSG compiles just fine with 1.4.1, I'm afraid I can't recall the situation with the other versions of the OSG. Which version of the OSG are you interested in? Robert. On Jan 4, 2008 1:50 AM, [EMAIL PROTECTED] wrote: I'm trying to reply to an issue raised by someone regarding Collada support in OSG: http://sourceforge.net/forum/forum.php?thread_id=1899938forum_id=531263 I made some changes to the Collada DOM that may require a few tweaks in client applications such as OSG's Collada plugin. Dilian reported that the changes broke the plugin. This raises the question of exactly what version of the DOM you're supposed to build OSG's Collada plugin against. Is it expected that the plugin will use the last official release of the DOM (which is version 1.3 from March 2007), or does the plugin require the latest development version of the DOM? When I went looking through the OSG sources to figure things out, I found something odd: the CMakeLists.txt file for the Collada plugin seems to have the Windows build using DOM 1.3 (there's a reference to collada_STLDatabase, which no longer exists in the latest version) and the non-Windows build seems to use the latest development version of the DOM (there's a reference to libpcre, which is only required by the latest development version of the DOM). I'm confused about what I should do to fix things in the Collada plugin. Steve ___ 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] OpenSceneGraph-2.3.1 dev release tagged.
Hi All, This morning I tagged the OpenScenGraph-2.3.1 developer release: http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases * OpenSceneGraph-2.3.1, released on 4th January 2008. Changes include : new OcclusionQueryNode which supports the OpenGL occlusion query extension, OpenFlight continuation record support, Bug and typo fixes. source package : OpenSceneGraph-2.3.1.zip svn tag: svn co http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.3.1 OpenSceneGraph Have fun! Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Bizarre crash
Hi, The most bizarre happened in my application during tests. When I open the prompt window to check some printed data, the program crashes and Windows closes it automatically. The most weird thing is that when I don't select the prompt window on the task bar, my application runs perfectly. But if I do the same actions and select the prompt window on the task bar, the program stops working... Any ideas? Thanks, Renan M Z Mendes ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with .3ds files.
On Jan 4, 2008 2:54 PM, deepti g [EMAIL PROTECTED] wrote: Hi 3ds does not support textures. 3ds *does* support textures, not the full range of different types of texture setup over 3DS MAX, but it does at least support single texture unit texturing just fine. As for this particular problem, colour changes when OpenGL lighting is switched off suggest a difference in the models setting for materials vs colours assigned to the geometries themselves. When lighting is switched off the colour comes entirely from the colour arrays assigned to the geometries in the scene. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build error
Thanks Robert, i got some problems with the SVN. now it's fine. /adegli 2008/1/4, Robert Osfield [EMAIL PROTECTED]: Hi Adrian, The method signatures that your link are looking for are now replaced, I changed the parameters passed in to these methods. As far as I'm aware all headers and source files now match up and compile fine. Could you make sure you are using the latest SVN version and do a clean build. Robert. On Jan 4, 2008 8:37 AM, Adrian Egli [EMAIL PROTECTED] wrote: Visual Studio 7.1 build error , whats going on, i did a rebuild of the freetype two weeks ago -- Build started: Project: osgText, Configuration: Release Win32 -- Linking... Creating library C:\dev\OpenSceneGraphSVN\OpenSceneGraph\lib\Release\..\osgText.lib and object C:\dev\OpenSceneGraphSVN\OpenSceneGraph\lib\Release\..\osgText.exp Font3D.obj : error LNK2001: unresolved external symbol public: virtual class osgText::Font::Glyph * __thiscall osgText::Font::getGlyph(unsigned int) ([EMAIL PROTECTED]@osgText@@[EMAIL PROTECTED]@[EMAIL PROTECTED]) FadeText.obj : error LNK2001: unresolved external symbol public: virtual class osgText::Font::Glyph * __thiscall osgText::Font::getGlyph(unsigned int) ([EMAIL PROTECTED]@osgText@@[EMAIL PROTECTED]@[EMAIL PROTECTED]) Font3D.obj : error LNK2001: unresolved external symbol public: virtual class osg::Vec2f __thiscall osgText::Font::getKerning(unsigned int,unsigned int,enum osgText::KerningType) (?getKerning@ [EMAIL PROTECTED]@@[EMAIL PROTECTED]@@[EMAIL PROTECTED]@@Z) FadeText.obj : error LNK2001: unresolved external symbol public: virtual class osg::Vec2f __thiscall osgText::Font::getKerning(unsigned int,unsigned int,enum osgText::KerningType) (?getKerning@ [EMAIL PROTECTED]@@[EMAIL PROTECTED]@@[EMAIL PROTECTED]@@Z) Font3D.obj : error LNK2001: unresolved external symbol public: virtual void __thiscall osgText::Font::setFontResolution(unsigned int,unsigned int) (?setFontResolution@ [EMAIL PROTECTED]@@[EMAIL PROTECTED]) FadeText.obj : error LNK2001: unresolved external symbol public: virtual void __thiscall osgText::Font::setFontResolution(unsigned int,unsigned int) ([EMAIL PROTECTED]@osgText@@ [EMAIL PROTECTED]) C:\dev\OpenSceneGraphSVN\OpenSceneGraph\lib\Release\..\..\bin\osg26- osgText.dll : fatal error LNK1120: 3 unresolved externals -- Adrian Egli ___ 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 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Bizarre crash
On Jan 4, 2008 1:14 PM, Renan Mendes [EMAIL PROTECTED] wrote: Hi, The most bizarre happened in my application during tests. When I open the prompt window to check some printed data, the program crashes and Windows closes it automatically. The most weird thing is that when I don't select the prompt window on the task bar, my application runs perfectly. But if I do the same actions and select the prompt window on the task bar, the program stops working... Any ideas? Might I suggest running your app in a debugger and obtain a stack trace. Without this I can't imagine anyone being able to guess at what is causing your app to crash. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with .3ds files.
Hi 3ds does not support textures.If you are using 3dsmax,there is a plugin called OSGEXP (0.9.4 is the latest one).Install that plugin and you will be able to export your 3ds or max file as a .osg/.ive file.A directory by name images will be created in your with all your textures exported as .tga files. Now all your textures will get mapped to the model. Hope this helps Deepti On Jan 4, 2008 10:20 AM, omkaranathan r [EMAIL PROTECTED] wrote: Hi all, I am trying to load some .3ds files in OSG. The model becomes white in colour when I turn off the lighting. Is this a known issue with .3ds files or is it that I am doing something wrong? I am attaching the .3ds file. Thanks Om ___ 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 with .3ds files.
El Friday 04 January 2008 11:20:30 omkaranathan r escribió: Hi all, I am trying to load some .3ds files in OSG. The model becomes white in colour when I turn off the lighting. Is this a known issue with .3ds files or is it that I am doing something wrong? I am attaching the .3ds file. Thanks Om I think it's fine. If you convert the model to a .osg file through the osgconv program, you'll see that only materials are defined. When you disable lighting, you are discarding OpenGL materials, and using the OpenGL colour instead, which is white by default. See on the state set of every part of your model: StateSet { DataVariance STATIC rendering_hint DEFAULT_BIN renderBinMode INHERIT Material { DataVariance STATIC ColorMode OFF ambientColor 0 0 0 1 diffuseColor 0.701961 0.635294 0.576471 1 specularColor 0 0 0 0.4 emissionColor 0 0 0 1 shininess 51.2 } Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Which version of the Collada DOM does OSG use?
I'm not sure if this is related but I get the following error when attempting to compile the dae plugin: /usr/bin/c++ -Dosgdb_dae_EXPORTS -fPIC -I/Users/gbivins/devEnv/research/APIs/OpenSceneGraph_cmake_build/include -F/System/Library/Frameworks -I/Users/gbivins/Library/Frameworks/Collada141Dom.framework/Headers -I/Users/gbivins/Library/Frameworks/Collada141Dom.framework/Headers/1.4 -F/Users/gbivins/Library/Frameworks -o src/osgPlugins/dae/CMakeFiles/osgdb_dae.dir/daeRGeometry.o -c /Users/gbivins/devEnv/research/APIs/OpenSceneGraph_cmake_build/src/osgPlugins/dae/daeRGeometry.cpp /Users/gbivins/devEnv/research/APIs/OpenSceneGraph_cmake_build/src/osgPlugins/dae/daeRGeometry.cpp: In member function 'osg::Node* osgdae::daeReader::processPolylist(domPolylist*, std::mapdaeElement*, osgdae::domSourceReader, std::lessdaeElement*, std::allocatorstd::pairdaeElement* const, osgdae::domSourceReader )': /Users/gbivins/devEnv/research/APIs/OpenSceneGraph_cmake_build/src/osgPlugins/dae/daeRGeometry.cpp:314: error: '_Meta' is not a member of 'domP' MacOSX 10.5.1 Collada-Dom 1.4.1 (svn head) osg (svn head) biv On Jan 4, 2008 4:11 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Steven, The SVN version of the OSG compiles just fine with 1.4.1, I'm afraid I can't recall the situation with the other versions of the OSG. Which version of the OSG are you interested in? Robert. On Jan 4, 2008 1:50 AM, [EMAIL PROTECTED] wrote: I'm trying to reply to an issue raised by someone regarding Collada support in OSG: http://sourceforge.net/forum/forum.php?thread_id=1899938forum_id=531263 I made some changes to the Collada DOM that may require a few tweaks in client applications such as OSG's Collada plugin. Dilian reported that the changes broke the plugin. This raises the question of exactly what version of the DOM you're supposed to build OSG's Collada plugin against. Is it expected that the plugin will use the last official release of the DOM (which is version 1.3 from March 2007), or does the plugin require the latest development version of the DOM? When I went looking through the OSG sources to figure things out, I found something odd: the CMakeLists.txt file for the Collada plugin seems to have the Windows build using DOM 1.3 (there's a reference to collada_STLDatabase, which no longer exists in the latest version) and the non-Windows build seems to use the latest development version of the DOM (there's a reference to libpcre, which is only required by the latest development version of the DOM). I'm confused about what I should do to fix things in the Collada plugin. Steve ___ 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] Text rendering
You might be able to accomplish what you want by setting text-setCharacterSizeMode( osgText::Text::SCREEN_COORDS ). That applies a scale that warps the text into pixel coordinates, instead of object coordinates. Chase -Original Message- From: [EMAIL PROTECTED] on behalf of Michele Bosi Sent: Fri 1/4/2008 8:25 AM To: OpenSceneGraph Users Subject: [osg-users] Text rendering Hello, in my programs I would like to show some text following the objects that are in the scene. Till now the solution that I found was to create an osgText::Text object and do something like: text-setPosition( world space position ); text-setAutoRotateToScreen(true); the problem is that the text is draw very big, and is affected by perspective projection which in this case I wouldn't like. Basicly I need a text that behaves like if it was drawn on a HUD but whose position on the screen is based on the objects they are following (that is, is the projection on the screen of some world space coordinates). How can I accomplish this? The only solution I have in mind is to put all the text objects on a HUD (which complicates a lot the design of my program) and to compute by hand, every frame, the projection of the objects they are following, so that i can assign it to the text objects. Isn't there a built in functionality to achieve the same result? Thanks, Michele ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org winmail.dat___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Text rendering
Hello, in my programs I would like to show some text following the objects that are in the scene. Till now the solution that I found was to create an osgText::Text object and do something like: text-setPosition( world space position ); text-setAutoRotateToScreen(true); the problem is that the text is draw very big, and is affected by perspective projection which in this case I wouldn't like. Basicly I need a text that behaves like if it was drawn on a HUD but whose position on the screen is based on the objects they are following (that is, is the projection on the screen of some world space coordinates). How can I accomplish this? The only solution I have in mind is to put all the text objects on a HUD (which complicates a lot the design of my program) and to compute by hand, every frame, the projection of the objects they are following, so that i can assign it to the text objects. Isn't there a built in functionality to achieve the same result? Thanks, Michele ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.3.1 dev release tagged.
Great news ;-) Greetings 2008/1/4, Robert Osfield [EMAIL PROTECTED]: Hi All, This morning I tagged the OpenScenGraph-2.3.1 developer release: http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases * OpenSceneGraph-2.3.1, released on 4th January 2008. Changes include : new OcclusionQueryNode which supports the OpenGL occlusion query extension, OpenFlight continuation record support, Bug and typo fixes. source package : OpenSceneGraph-2.3.1.zip svn tag: svn co http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.3.1 OpenSceneGraph Have fun! 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] osgText::Text background color
Hello, in my application I am using some osgText::Text objects to render some short text, but unfortunately is not so easy to read. I tried to put an outline and drop shadows using the function setBackdropType() but with very poor results. I was wondering if there was a way to make OSG draw the background of the text with a given color/transparency and eventually if one could visualize a frame around the text. I think I saw it done somewhere but cannot recall where... Thanks, Michele ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] new osg installation blank screen on nvidia
Checking your original post, you are using a 2.4.x kernel, which is pretty old now as in the gcc version. Perhaps there are issues with mixing the NVidia OpenGL driver with an old setup. Are chance you grab one of the latest Linux distributions, some of them are very slick, Linux has come a long way over the past few years. True ;-), It is advisable to have the version 2.6.x kernel and, if possible, new versions of the driver nvidia also sure to be well-compiled module for this version of the kernel. Greetings 2008/1/4, Robert Osfield [EMAIL PROTECTED]: Hi Stewart, On Jan 3, 2008 9:27 PM, Stewart Andreason [EMAIL PROTECTED] wrote: It did not compile those versions of osgviewer. I don't see an obvious line in the CMakeCache.txt to provide the needed hint. The osgviewerSDL and osgviewerGLUT example will be compiled is you enable compilation of the examples and you have SDL or GLUT developer libraries installed. If you do go on to install them just remove the CMakeCache.txt and then run ./configure once more, then run ccmake . to enable the build of the examples. FYI, To edit the compile options all you need to do is run: ccmake . And it'll bring up a GUI within the console that you can browse and toggle the various options, use this in preference to trying to make sense of the CMakeCache.txt file. No other OSG versions have ever been installed, unless I count this one 2 days ago, before trying to recompile, from a clean directory, with debug and examples enabled. If you do plan to use the debug version add a d to the end of the application name, so run osgviewerd etc. The d addition is simply a way of differentiating the different debug and release versions in a way that is consistent across all platforms. For you own investigation I don't think debug will help too much so just stick with the release build. The most likely route of the problems will be outwith the OSG, relating to the OpenGL driver and/or window manager. As a word of encouragement, I spend development almost exclusively under Linux - right now Kubuntu, but have used various flavours before this without problems, but I haven't used Slackware though. The last time we did a poll around 40% of the OSG user base also develop under Linux, I suspect this figure is even higher now. This all points the OSG having a great deal of exposure and testing under Linux, the vast majority of Linux are able just to compile, install and run without issues. Checking your original post, you are using a 2.4.x kernel, which is pretty old now as in the gcc version. Perhaps there are issues with mixing the NVidia OpenGL driver with an old setup. Are chance you grab one of the latest Linux distributions, some of them are very slick, Linux has come a long way over the past few years. 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] Text rendering
Thank you Chase this is exactly what i needed :) I have another question to ask but for that I will start another thread for clarity. Michele On Jan 4, 2008 5:31 PM, Bradford, Chase [EMAIL PROTECTED] wrote: You might be able to accomplish what you want by setting text-setCharacterSizeMode( osgText::Text::SCREEN_COORDS ). That applies a scale that warps the text into pixel coordinates, instead of object coordinates. Chase -Original Message- From: [EMAIL PROTECTED] on behalf of Michele Bosi Sent: Fri 1/4/2008 8:25 AM To: OpenSceneGraph Users Subject: [osg-users] Text rendering Hello, in my programs I would like to show some text following the objects that are in the scene. Till now the solution that I found was to create an osgText::Text object and do something like: text-setPosition( world space position ); text-setAutoRotateToScreen(true); the problem is that the text is draw very big, and is affected by perspective projection which in this case I wouldn't like. Basicly I need a text that behaves like if it was drawn on a HUD but whose position on the screen is based on the objects they are following (that is, is the projection on the screen of some world space coordinates). How can I accomplish this? The only solution I have in mind is to put all the text objects on a HUD (which complicates a lot the design of my program) and to compute by hand, every frame, the projection of the objects they are following, so that i can assign it to the text objects. Isn't there a built in functionality to achieve the same result? Thanks, Michele ___ 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] OSX installation changes
I installed the 2.2 release, but now I'm looking for the wrappers (I want to try out osgLua). Are they not included in the OSX install? /Andreas Sorry, I don't include the wrappers. I think you might be the first to ask. I'm actually horribly ignorant on how they work and what you're supposed to with them and their relation to osgIntrospection. (If somebody wants to give a summary, I would enjoy it.) We do include osgIntrospection (though it hasn't received much testing). I thought you could build osgLua with just osgIntrospection, though I haven't tried it in awhile. (Btw, osgLua has some bugs in their CMake scripts that will need cleaning up if you plan to build it on OS X.) If you do need the wrappers, building via the CMake system is the way to do it. Sorry. -Eric ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText::Text background color
Maybe, You should try to use another font, for instance you can use the fonts of your system: /usr/share/fonts Here you have a nice fonts: /usr/share/fonts/truetype/dustin A example: osgText::Text *text = new osgText::Text(); text-setFont(/usr/share/fonts/truetype/ttf-bitstream-vera/VeraMono.ttf); I hope this help you. Greetings 2008/1/4, Michele Bosi [EMAIL PROTECTED]: Hello, in my application I am using some osgText::Text objects to render some short text, but unfortunately is not so easy to read. I tried to put an outline and drop shadows using the function setBackdropType() but with very poor results. I was wondering if there was a way to make OSG draw the background of the text with a given color/transparency and eventually if one could visualize a frame around the text. I think I saw it done somewhere but cannot recall where... Thanks, Michele ___ 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] Which version of the Collada DOM does OSG use?
I think the major issue was that we needed to build the dae plugin with the dynamic (dll) version of the Collada DOM. Some people prefer to use the static version, so we probably need some CMake Option to set this, no big deal, but to get it to work on all platforms it requires some messing with the makefiles. /A On Jan 4, 2008 4:36 PM, Gerrick Bivins [EMAIL PROTECTED] wrote: I'm not sure if this is related but I get the following error when attempting to compile the dae plugin: /usr/bin/c++ -Dosgdb_dae_EXPORTS -fPIC -I/Users/gbivins/devEnv/research/APIs/OpenSceneGraph_cmake_build/include -F/System/Library/Frameworks -I/Users/gbivins/Library/Frameworks/Collada141Dom.framework/Headers -I/Users/gbivins/Library/Frameworks/Collada141Dom.framework/Headers/1.4 -F/Users/gbivins/Library/Frameworks -o src/osgPlugins/dae/CMakeFiles/osgdb_dae.dir/daeRGeometry.o -c /Users/gbivins/devEnv/research/APIs/OpenSceneGraph_cmake_build/src/osgPlugins/dae/daeRGeometry.cpp /Users/gbivins/devEnv/research/APIs/OpenSceneGraph_cmake_build/src/osgPlugins/dae/daeRGeometry.cpp: In member function 'osg::Node* osgdae::daeReader::processPolylist(domPolylist*, std::mapdaeElement*, osgdae::domSourceReader, std::lessdaeElement*, std::allocatorstd::pairdaeElement* const, osgdae::domSourceReader )': /Users/gbivins/devEnv/research/APIs/OpenSceneGraph_cmake_build/src/osgPlugins/dae/daeRGeometry.cpp:314: error: '_Meta' is not a member of 'domP' MacOSX 10.5.1 Collada-Dom 1.4.1 (svn head) osg (svn head) biv On Jan 4, 2008 4:11 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Steven, The SVN version of the OSG compiles just fine with 1.4.1, I'm afraid I can't recall the situation with the other versions of the OSG. Which version of the OSG are you interested in? Robert. On Jan 4, 2008 1:50 AM, [EMAIL PROTECTED] wrote: I'm trying to reply to an issue raised by someone regarding Collada support in OSG: http://sourceforge.net/forum/forum.php?thread_id=1899938forum_id=531263 I made some changes to the Collada DOM that may require a few tweaks in client applications such as OSG's Collada plugin. Dilian reported that the changes broke the plugin. This raises the question of exactly what version of the DOM you're supposed to build OSG's Collada plugin against. Is it expected that the plugin will use the last official release of the DOM (which is version 1.3 from March 2007), or does the plugin require the latest development version of the DOM? When I went looking through the OSG sources to figure things out, I found something odd: the CMakeLists.txt file for the Collada plugin seems to have the Windows build using DOM 1.3 (there's a reference to collada_STLDatabase, which no longer exists in the latest version) and the non-Windows build seems to use the latest development version of the DOM (there's a reference to libpcre, which is only required by the latest development version of the DOM). I'm confused about what I should do to fix things in the Collada plugin. Steve ___ 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 -- Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.3.1 dev release tagged.
Hi Robert, Robert Osfield wrote: This morning I tagged the OpenScenGraph-2.3.1 developer release: I think there's a bug in the bugfix-release ;-) Linking CXX shared library ../../../lib/libOpenThreads.so cd /archive/FlightGear/OSG/OpenSceneGraph-2.3.1/src/OpenThreads/pthreads /usr/bin/cmake -P CMakeFiles/OpenThreads.dir/cmake_clean_target.cmake cd /archive/FlightGear/OSG/OpenSceneGraph-2.3.1/src/OpenThreads/pthreads /usr/bin/cmake -E cmake_link_script CMakeFiles/OpenThreads.dir/link.txt --verbose=1 /usr/bin/g++ -O3 -march=opteron -fPIC -O3 -DNDEBUG -shared -Wl,-soname,libOpenThreads.so.9 -o ../../../lib/libOpenThreads.so.2.2.0 CMakeFiles/OpenThreads.dir/PThread.o CMakeFiles/OpenThreads.dir/PThreadBarrier.o CMakeFiles/OpenThreads.dir/PThreadCondition.o CMakeFiles/OpenThreads.dir/PThreadMutex.o CMakeFiles/OpenThreads.dir/__/common/Version.o -lpthread CMakeFiles/OpenThreads.dir/PThread.o: In function `e': OpenThreads6Thread13cancelCleanupEv:(.text+0x770): multiple definition of `e' CMakeFiles/OpenThreads.dir/PThread.o:OpenThreads6Thread13cancelCleanupEv:(.text+0xa0): first defined here /usr/bin/ld: Warning: size of symbol `e' changed from 10 in CMakeFiles/OpenThreads.dir/PThread.o to 302 in CMakeFiles/OpenThreads.dir/PThread.o collect2: ld returned 1 exit status make[2]: *** [lib/libOpenThreads.so.2.2.0] Fehler 1 Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Which version of the Collada DOM does OSG use?
Which version of the OSG are you interested in? I'm interested in whatever versions are going to be affected by changes I make to the development version of the Collada DOM. What I'm concerned about is that I'll make a breaking change in the DOM and then the Collada plugin for OSG will no longer compile. If OSG's Collada plugin were synced to a specific version of the DOM then it'll be shielded from changes in the latest development version of the DOM. In the next month or so I'll be releasing a DOM 2.0, and then changes are basically going to stop, except to include support for new versions of the Collada schema as they're released (the schema is currently at 1.4.1 with 1.5 expected this year). I guess for now the OSG plugin should continue to use the latest development version of the DOM, then switch to DOM 2.0 once it's released. Then people who build the OSG Collada plugin should be instructed to use DOM 2.0 and *not* the latest development version. In the meantime I'll see about getting OSG's Collada plugin building with the latest version of the DOM on all platforms again. Steve Robert Osfield wrote: Hi Steven, The SVN version of the OSG compiles just fine with 1.4.1, I'm afraid I can't recall the situation with the other versions of the OSG. Which version of the OSG are you interested in? Robert. On Jan 4, 2008 1:50 AM, [EMAIL PROTECTED] wrote: I'm trying to reply to an issue raised by someone regarding Collada support in OSG: http://sourceforge.net/forum/forum.php?thread_id=1899938forum_id=531263 I made some changes to the Collada DOM that may require a few tweaks in client applications such as OSG's Collada plugin. Dilian reported that the changes broke the plugin. This raises the question of exactly what version of the DOM you're supposed to build OSG's Collada plugin against. Is it expected that the plugin will use the last official release of the DOM (which is version 1.3 from March 2007), or does the plugin require the latest development version of the DOM? When I went looking through the OSG sources to figure things out, I found something odd: the CMakeLists.txt file for the Collada plugin seems to have the Windows build using DOM 1.3 (there's a reference to collada_STLDatabase, which no longer exists in the latest version) and the non-Windows build seems to use the latest development version of the DOM (there's a reference to libpcre, which is only required by the latest development version of the DOM). I'm confused about what I should do to fix things in the Collada plugin. Steve ___ 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] Which version of the Collada DOM does OSG use?
Yes, it's the same issue. I'll take a look at the Collada plugin for OSG and try to get it fixed. Steve Gerrick Bivins wrote: I'm not sure if this is related but I get the following error when attempting to compile the dae plugin: /usr/bin/c++ -Dosgdb_dae_EXPORTS -fPIC -I/Users/gbivins/devEnv/research/APIs/OpenSceneGraph_cmake_build/include -F/System/Library/Frameworks -I/Users/gbivins/Library/Frameworks/Collada141Dom.framework/Headers -I/Users/gbivins/Library/Frameworks/Collada141Dom.framework/Headers/1.4 -F/Users/gbivins/Library/Frameworks -o src/osgPlugins/dae/CMakeFiles/osgdb_dae.dir/daeRGeometry.o -c /Users/gbivins/devEnv/research/APIs/OpenSceneGraph_cmake_build/src/osgPlugins/dae/daeRGeometry.cpp /Users/gbivins/devEnv/research/APIs/OpenSceneGraph_cmake_build/src/osgPlugins/dae/daeRGeometry.cpp: In member function 'osg::Node* osgdae::daeReader::processPolylist(domPolylist*, std::mapdaeElement*, osgdae::domSourceReader, std::lessdaeElement*, std::allocatorstd::pairdaeElement* const, osgdae::domSourceReader )': /Users/gbivins/devEnv/research/APIs/OpenSceneGraph_cmake_build/src/osgPlugins/dae/daeRGeometry.cpp:314: error: '_Meta' is not a member of 'domP' MacOSX 10.5.1 Collada-Dom 1.4.1 (svn head) osg (svn head) biv On Jan 4, 2008 4:11 AM, Robert Osfield [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: Hi Steven, The SVN version of the OSG compiles just fine with 1.4.1, I'm afraid I can't recall the situation with the other versions of the OSG. Which version of the OSG are you interested in? Robert. On Jan 4, 2008 1:50 AM, [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: I'm trying to reply to an issue raised by someone regarding Collada support in OSG: http://sourceforge.net/forum/forum.php?thread_id=1899938forum_id=531263 http://sourceforge.net/forum/forum.php?thread_id=1899938forum_id=531263 I made some changes to the Collada DOM that may require a few tweaks in client applications such as OSG's Collada plugin. Dilian reported that the changes broke the plugin. This raises the question of exactly what version of the DOM you're supposed to build OSG's Collada plugin against. Is it expected that the plugin will use the last official release of the DOM (which is version 1.3 from March 2007), or does the plugin require the latest development version of the DOM? When I went looking through the OSG sources to figure things out, I found something odd: the CMakeLists.txt file for the Collada plugin seems to have the Windows build using DOM 1.3 (there's a reference to collada_STLDatabase, which no longer exists in the latest version) and the non-Windows build seems to use the latest development version of the DOM (there's a reference to libpcre, which is only required by the latest development version of the DOM). I'm confused about what I should do to fix things in the Collada plugin. Steve ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto: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] Bizarre crash
No need. Solved. Thanks, Renan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] File comment blocks conflict with OSGPL licensing
It looks like a few of the libraries (osgFX, osgIntrospection, osgManipulator, osgParticle, maybe osgShadow) were mostly written by someone other than Robert yet Robert has a copyright notice on the top of most of the files in these libraries. Were they assigned to Robert? I beleive the intent on these libraries from the original authors is to use the OSGPL license. The osgPlugins looks like an interesting mishmash of copyright notices, missing notices, very few license terms, and some wild claims. You have to like the geo loader code that claims it is proprietary and has trade secrets. -Original Message- From: Paul Martz [mailto:[EMAIL PROTECTED] Sent: Saturday, December 22, 2007 10:46 AM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] File comment blocks conflict with OSGPL licensing The OSG is a collective work, most parts are OSGPL, but some are GPL or other licenses. That's interesting. How would I find out what parts of OSG are governed by which licenses? Especially when a source code comment block makes no mention of licensing whatsoever, and simply states that's its copyrighted? I understand the Terrex code and OpenFlight import plugin are intended to be non-restrictive, regardless of the language in their comment blocks. I fear the issue isn't limited to these two groups of files. I have a law firm on retainer. I might have them take a look at the OSGPL and a couple of source code files just to get an opinion. If the intent is for the source to be freely available and usable, I'd like to hear what a lawyer thinks would be the best way to update the source code to reflect that: must the more restrictive comment language be stripped out? Or could we just append a superseding comment block? Or some other solution? With most businesses shut down for the holidays, I don't expect any progress on this until early next year. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] File comment blocks conflict with OSGPL licensing
Uhm those are quite some claim and restrictions in the GEO code, basically makes it not usable for many OSG users as written __ Gordon Tomlinson -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jolley, Thomas P Sent: 04 January 2008 22:19 To: OpenSceneGraph Users Subject: Re: [osg-users] File comment blocks conflict with OSGPL licensing It looks like a few of the libraries (osgFX, osgIntrospection, osgManipulator, osgParticle, maybe osgShadow) were mostly written by someone other than Robert yet Robert has a copyright notice on the top of most of the files in these libraries. Were they assigned to Robert? I beleive the intent on these libraries from the original authors is to use the OSGPL license. The osgPlugins looks like an interesting mishmash of copyright notices, missing notices, very few license terms, and some wild claims. You have to like the geo loader code that claims it is proprietary and has trade secrets. -Original Message- From: Paul Martz [mailto:[EMAIL PROTECTED] Sent: Saturday, December 22, 2007 10:46 AM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] File comment blocks conflict with OSGPL licensing The OSG is a collective work, most parts are OSGPL, but some are GPL or other licenses. That's interesting. How would I find out what parts of OSG are governed by which licenses? Especially when a source code comment block makes no mention of licensing whatsoever, and simply states that's its copyrighted? I understand the Terrex code and OpenFlight import plugin are intended to be non-restrictive, regardless of the language in their comment blocks. I fear the issue isn't limited to these two groups of files. I have a law firm on retainer. I might have them take a look at the OSGPL and a couple of source code files just to get an opinion. If the intent is for the source to be freely available and usable, I'd like to hear what a lawyer thinks would be the best way to update the source code to reflect that: must the more restrictive comment language be stripped out? Or could we just append a superseding comment block? Or some other solution? With most businesses shut down for the holidays, I don't expect any progress on this until early next year. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.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] OpenSceneGraph-2.3.1 dev release tagged.
Martin Spott wrote: I think there's a bug in the bugfix-release ;-) Hmmm, this error didn't show up when re-running the same build script a second time. Actually I _do_ use build-scripts to avoid situations like this one :-/ Sorry for the noise, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Link error when i compile my project int debug model(VC2005)!
Hi, maybe you’re linking the wrong version of dll according to the CRT error, what version of osg dlls are you using? Did you compile it yourself or download it directly from the osg website? And what’s your programming environment? From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of 小 杨 Sent: Saturday, January 05, 2008 10:16 AM To: OpenSceneGraph Users Subject: [osg-users] 回复: Re: Link error when i compile my project int debug model(VC2005)! Percy Camilo Trive�o Aucahuasi [EMAIL PROTECTED] 写道: My release edition is ok!,dlls is dynamic link lib ,they do not need link,when program is running,it whill seach dlls,You only set vc project options --VC Directories --Executable files! Hello, seem like you forget to link against osg dlls. 2008/1/4, 小 杨 [EMAIL PROTECTED]: Hi all. When i compile my project in debug model (VC2005) LINK : warning LNK4076: invalid incremental status file './bin/osgolymd.ilk'; linking nonincrementally 1osgolym.obj : error LNK2019: unresolved external symbol __imp___CrtDbgReportW referenced in function public: class osg::Vec3f __thiscall std::vectorclass osg::Vec3f,class std::allocatorclass osg::Vec3f ::operator[](unsigned int) (??A?$vector@ [EMAIL PROTECTED]@@[EMAIL PROTECTED]@osg@@@std@@@std@@[EMAIL PROTECTED]@@[EMAIL PROTECTED]) 1./bin/osgolymd.exe : fatal error LNK1120: 1 unresolved externals Thanks in advance, _ http://cn.mail.yahoo.com/gc/index.html?entry=5souce=mail_mailletter_taglin e 雅虎邮箱传递新年祝福,个性贺卡送亲朋! ___ 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 _ http://cn.mail.yahoo.com/gc/index.html?entry=5souce=mail_mailletter_taglin e 雅虎邮箱传递新年祝福,个性贺卡送亲朋! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Which version of the Collada DOM does OSG use?
I fixed the Linux build of the Collada plugin and submitted the fixed files to the osg-submissions list. If that wasn't the right procedure for submitting a patch let me know. The fix requires the latest development version of the Collada DOM, including some code I just submitted today. I haven't looked at the Windows build yet. It didn't seem to be configured correctly and likely needs some work. Steve [EMAIL PROTECTED] wrote: Which version of the OSG are you interested in? I'm interested in whatever versions are going to be affected by changes I make to the development version of the Collada DOM. What I'm concerned about is that I'll make a breaking change in the DOM and then the Collada plugin for OSG will no longer compile. If OSG's Collada plugin were synced to a specific version of the DOM then it'll be shielded from changes in the latest development version of the DOM. In the next month or so I'll be releasing a DOM 2.0, and then changes are basically going to stop, except to include support for new versions of the Collada schema as they're released (the schema is currently at 1.4.1 with 1.5 expected this year). I guess for now the OSG plugin should continue to use the latest development version of the DOM, then switch to DOM 2.0 once it's released. Then people who build the OSG Collada plugin should be instructed to use DOM 2.0 and *not* the latest development version. In the meantime I'll see about getting OSG's Collada plugin building with the latest version of the DOM on all platforms again. Steve Robert Osfield wrote: Hi Steven, The SVN version of the OSG compiles just fine with 1.4.1, I'm afraid I can't recall the situation with the other versions of the OSG. Which version of the OSG are you interested in? Robert. On Jan 4, 2008 1:50 AM, [EMAIL PROTECTED] wrote: I'm trying to reply to an issue raised by someone regarding Collada support in OSG: http://sourceforge.net/forum/forum.php?thread_id=1899938forum_id=531263 I made some changes to the Collada DOM that may require a few tweaks in client applications such as OSG's Collada plugin. Dilian reported that the changes broke the plugin. This raises the question of exactly what version of the DOM you're supposed to build OSG's Collada plugin against. Is it expected that the plugin will use the last official release of the DOM (which is version 1.3 from March 2007), or does the plugin require the latest development version of the DOM? When I went looking through the OSG sources to figure things out, I found something odd: the CMakeLists.txt file for the Collada plugin seems to have the Windows build using DOM 1.3 (there's a reference to collada_STLDatabase, which no longer exists in the latest version) and the non-Windows build seems to use the latest development version of the DOM (there's a reference to libpcre, which is only required by the latest development version of the DOM). I'm confused about what I should do to fix things in the Collada plugin. Steve ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Any example about OSG + PhysX?
Hello , I'm working on a simulation project,using OSG and PhysX. Unfortunately,I am not famaliar with both of them. So, is there any example utilizing OSG and PhysX ? Anyone know how to do it, or have an example to share? Best regards, Christina ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org