[osg-users] how to compile openscenegraph in 64 bit archytecture

2009-08-16 Thread lucas Grijander

Hi everybody,
i am trying to compile openscenegraph in our new server (64 bit double quad 
processor), but I get some errors with the dependencies, which are pre-compiled 
(in 32bits I suppose). Does anybody have the dependencies pre-compiled in 
64bits? Did anybody already compile openscenegraph in 64bits?
thanks!!
Jaime.  
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Re: [osg-users] Image release question

2009-08-16 Thread Ulrich Hertlein

Hi,

On 14/08/09 9:56 PM, Rabbi Robinson wrote:

I compile the code in debug mode. Well, the image is good either on the screen 
or saved
as file, which likely rules out the dimension problems. Its the delete that is 
causing
the problem Thank you!


You're saying 'code' but does that imply your code and the OSG libraries?

Both have to be built in the same mode, otherwise you can run into strange problems.  Like 
pairing a debug 'new' with a release 'delete'.


Cheers,
/ulrich
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Re: [osg-users] how to compile openscenegraph in 64 bit archytecture

2009-08-16 Thread Ismail Pazarbasi
2009/8/16 lucas Grijander dev_crisa...@hotmail.com:
 Hi everybody,
 i am trying to compile openscenegraph in our new server (64 bit double quad
 processor), but I get some errors with the dependencies, which are
 pre-compiled (in 32bits I suppose). Does anybody have the dependencies
 pre-compiled in 64bits? Did anybody already compile openscenegraph in
 64bits?
 thanks!!
 Jaime.
 
 What can you do with the new Windows Live? Find out
 ___
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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



Hi,

I compiled OSG 2.8.0 on my Mac Pro with 64-bit support and yes I had
to compile all third-party libraries with 64-bit support as well.
Which platform are you looking for? Windows, I presume.

I strongly recommend you to fetch sources and do it yourself, since
some libraries may have been compiled with different configurations
and may cause awkward problems.

Ismail
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Re: [osg-users] how to compile openscenegraph in 64 bit archytecture

2009-08-16 Thread lucas Grijander

Hi,
actually I also want to compile 2.8.0. The platform will be Windows Server 
2003. So you recommend to download the sources of 3rdparty and re-compile 
everything in 64?
J.


 Date: Sun, 16 Aug 2009 15:39:03 +0200
 From: pazarb...@gmail.com
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] how to compile openscenegraph in 64 bit archytecture
 
 2009/8/16 lucas Grijander dev_crisa...@hotmail.com:
  Hi everybody,
  i am trying to compile openscenegraph in our new server (64 bit double quad
  processor), but I get some errors with the dependencies, which are
  pre-compiled (in 32bits I suppose). Does anybody have the dependencies
  pre-compiled in 64bits? Did anybody already compile openscenegraph in
  64bits?
  thanks!!
  Jaime.
  
  What can you do with the new Windows Live? Find out
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 
 Hi,
 
 I compiled OSG 2.8.0 on my Mac Pro with 64-bit support and yes I had
 to compile all third-party libraries with 64-bit support as well.
 Which platform are you looking for? Windows, I presume.
 
 I strongly recommend you to fetch sources and do it yourself, since
 some libraries may have been compiled with different configurations
 and may cause awkward problems.
 
 Ismail
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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Re: [osg-users] how to compile openscenegraph in 64 bit archytecture

2009-08-16 Thread Ismail Pazarbasi
2009/8/16 lucas Grijander dev_crisa...@hotmail.com:
 Hi,
 actually I also want to compile 2.8.0. The platform will be Windows Server
 2003. So you recommend to download the sources of 3rdparty and re-compile
 everything in 64?
 J.


 Date: Sun, 16 Aug 2009 15:39:03 +0200
 From: pazarb...@gmail.com
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] how to compile openscenegraph in 64 bit
 archytecture

 2009/8/16 lucas Grijander dev_crisa...@hotmail.com:
  Hi everybody,
  i am trying to compile openscenegraph in our new server (64 bit double
  quad
  processor), but I get some errors with the dependencies, which are
  pre-compiled (in 32bits I suppose). Does anybody have the dependencies
  pre-compiled in 64bits? Did anybody already compile openscenegraph in
  64bits?
  thanks!!
  Jaime.
  
  What can you do with the new Windows Live? Find out
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
 
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 

 Hi,

 I compiled OSG 2.8.0 on my Mac Pro with 64-bit support and yes I had
 to compile all third-party libraries with 64-bit support as well.
 Which platform are you looking for? Windows, I presume.

 I strongly recommend you to fetch sources and do it yourself, since
 some libraries may have been compiled with different configurations
 and may cause awkward problems.

 Ismail
 ___
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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

 
 Share your memories online with anyone you want anyone you want.
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Hi,

I believe that's probably the best solution. You have control over all
compiler switches and preprocessor definitions and they will be
compiled with your toolchain.

Ismail
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Re: [osg-users] how to compile openscenegraph in 64 bit archytecture

2009-08-16 Thread Gordon Tomlinson
Yes 64bit  on windows compiles and works fine, but I highly recommend you
compile everything yourself including all the 3rd party dependencies and
plug-ins you require, 

While this may take you a couple or so extra hours it fully ensures that all
your libraries will match, you need to unsure they are all compiled with the
same run-time 

( ie  Multithread-Debug) all use the same RTTI etc)

 


__

Gordon Tomlinson 

 mailto:gor...@gordontomlinson.com gor...@gordontomlinson.com
IM:  mailto:gordon3db...@3dscenegraph.com gordon3db...@3dscenegraph.com
 http://www.vis-sim.com/ www.vis-sim.com
http://www.gordontomlinson.com/ www.gordontomlinson.com 


__

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of lucas
Grijander
Sent: Sunday, August 16, 2009 9:50 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] how to compile openscenegraph in 64 bit
archytecture

 

Hi,

 

actually I also want to compile 2.8.0. The platform will be Windows Server
2003. So you recommend to download the sources of 3rdparty and re-compile
everything in 64?

 

J.

 



 Date: Sun, 16 Aug 2009 15:39:03 +0200
 From: pazarb...@gmail.com
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] how to compile openscenegraph in 64 bit
archytecture
 
 2009/8/16 lucas Grijander dev_crisa...@hotmail.com:
  Hi everybody,
  i am trying to compile openscenegraph in our new server (64 bit double
quad
  processor), but I get some errors with the dependencies, which are
  pre-compiled (in 32bits I suppose). Does anybody have the dependencies
  pre-compiled in 64bits? Did anybody already compile openscenegraph in
  64bits?
  thanks!!
  Jaime.
  
  What can you do with the new Windows Live? Find out
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
 
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 
 Hi,
 
 I compiled OSG 2.8.0 on my Mac Pro with 64-bit support and yes I had
 to compile all third-party libraries with 64-bit support as well.
 Which platform are you looking for? Windows, I presume.
 
 I strongly recommend you to fetch sources and do it yourself, since
 some libraries may have been compiled with different configurations
 and may cause awkward problems.
 
 Ismail
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

  _  

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re.aspx?tab=1 

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Re: [osg-users] how to compile openscenegraph in 64 bit archytecture

2009-08-16 Thread lucas Grijander

I'm sorry but I don't have a lot of experience in compilation. I downloaded the 
required libs from gnuwin32 (tiff, png, gif, jpg, freetype), and now they say 
to use this to compile it:
nmake /f makefile.vc
but where do I have to change the configuration to specify the 64bits? they 
don't provide a .sln for visual studio, so I don't have much idea on how to do 
that :-S
Jaime.


From: gor...@gordon-tomlinson.com
To: osg-users@lists.openscenegraph.org
Date: Sun, 16 Aug 2009 10:28:35 -0400
Subject: Re: [osg-users] how to compile openscenegraph in 64 bit archytecture



















Yes 64bit  on windows compiles and works fine, but I highly
recommend you compile everything yourself including all the 3rd
party dependencies and plug-ins you require, 

While this may take you a couple or so extra hours it fully
ensures that all your libraries will match, you need to unsure they are all 
compiled
with the same run-time 

( ie  Multithread-Debug) all use the same RTTI etc)

 



__

Gordon Tomlinson 



gor...@gordontomlinson.com

IM: gordon3db...@3dscenegraph.com

www.vis-sim.com
www.gordontomlinson.com


__



 





From:
osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of lucas
Grijander

Sent: Sunday, August 16, 2009 9:50 AM

To: OpenSceneGraph Users

Subject: Re: [osg-users] how to compile openscenegraph in 64 bit
archytecture





 



Hi,





 





actually
I also want to compile 2.8.0. The platform will be Windows Server 2003. So you
recommend to download the sources of 3rdparty and re-compile everything in 64?





 





J.





 







 Date: Sun, 16 Aug 2009 15:39:03 +0200

 From: pazarb...@gmail.com

 To: osg-users@lists.openscenegraph.org

 Subject: Re: [osg-users] how to compile openscenegraph in 64 bit
archytecture

 

 2009/8/16 lucas Grijander dev_crisa...@hotmail.com:

  Hi everybody,

  i am trying to compile openscenegraph in our new server (64 bit
double quad

  processor), but I get some errors with the dependencies, which are

  pre-compiled (in 32bits I suppose). Does anybody have the
dependencies

  pre-compiled in 64bits? Did anybody already compile openscenegraph in

  64bits?

  thanks!!

  Jaime.

  

  What can you do with the new Windows Live? Find out

  ___

  osg-users mailing list

  osg-users@lists.openscenegraph.org

  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

 

 

 

 Hi,

 

 I compiled OSG 2.8.0 on my Mac Pro with 64-bit support and yes I had

 to compile all third-party libraries with 64-bit support as well.

 Which platform are you looking for? Windows, I presume.

 

 I strongly recommend you to fetch sources and do it yourself, since

 some libraries may have been compiled with different configurations

 and may cause awkward problems.

 

 Ismail

 ___

 osg-users mailing list

 osg-users@lists.openscenegraph.org

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org







Share
your memories online with anyone you want anyone you want.


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Re: [osg-users] how to compile openscenegraph in 64 bit archytecture

2009-08-16 Thread Ismail Pazarbasi
2009/8/16 lucas Grijander dev_crisa...@hotmail.com:
 I'm sorry but I don't have a lot of experience in compilation. I downloaded
 the required libs from gnuwin32 (tiff, png, gif, jpg, freetype), and now
 they say to use this to compile it:
 nmake /f makefile.vc
 but where do I have to change the configuration to specify the 64bits? they
 don't provide a .sln for visual studio, so I don't have much idea on how to
 do that :-S
 Jaime.


Try opening Visual Studio x64 Command Line (under Microsoft Visual
Studio 2005/2008-Tools folder in Start-Programs). As said at:
http://msdn.microsoft.com/en-us/library/x4d2c09s(VS.80).aspx
run:
vcvarsall.bat amd64
This should set environment variables, hence compiler, to 64-bit
native compiler which will generate 64-bit objects.

I myself haven't tested this, neither have chance to at the moment.

Ismail
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Re: [osg-users] how to compile openscenegraph in 64 bit archytecture

2009-08-16 Thread lucas Grijander

thanks!
I suppose that I should change something in the nmake.opt file? 

J.

 Date: Sun, 16 Aug 2009 17:21:05 +0200
 From: pazarb...@gmail.com
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] how to compile openscenegraph in 64 bit archytecture
 
 2009/8/16 lucas Grijander dev_crisa...@hotmail.com:
  I'm sorry but I don't have a lot of experience in compilation. I downloaded
  the required libs from gnuwin32 (tiff, png, gif, jpg, freetype), and now
  they say to use this to compile it:
  nmake /f makefile.vc
  but where do I have to change the configuration to specify the 64bits? they
  don't provide a .sln for visual studio, so I don't have much idea on how to
  do that :-S
  Jaime.
 
 
 Try opening Visual Studio x64 Command Line (under Microsoft Visual
 Studio 2005/2008-Tools folder in Start-Programs). As said at:
 http://msdn.microsoft.com/en-us/library/x4d2c09s(VS.80).aspx
 run:
 vcvarsall.bat amd64
 This should set environment variables, hence compiler, to 64-bit
 native compiler which will generate 64-bit objects.
 
 I myself haven't tested this, neither have chance to at the moment.
 
 Ismail
 ___
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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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Re: [osg-users] how to compile openscenegraph in 64 bit archytecture

2009-08-16 Thread Ismail Pazarbasi
2009/8/16 lucas Grijander dev_crisa...@hotmail.com:
 thanks!
 I suppose that I should change something in the nmake.opt file?

 J.

 Date: Sun, 16 Aug 2009 17:21:05 +0200
 From: pazarb...@gmail.com
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] how to compile openscenegraph in 64 bit
 archytecture

 2009/8/16 lucas Grijander dev_crisa...@hotmail.com:
  I'm sorry but I don't have a lot of experience in compilation. I
  downloaded
  the required libs from gnuwin32 (tiff, png, gif, jpg, freetype), and now
  they say to use this to compile it:
  nmake /f makefile.vc
  but where do I have to change the configuration to specify the 64bits?
  they
  don't provide a .sln for visual studio, so I don't have much idea on how
  to
  do that :-S
  Jaime.
 

 Try opening Visual Studio x64 Command Line (under Microsoft Visual
 Studio 2005/2008-Tools folder in Start-Programs). As said at:
 http://msdn.microsoft.com/en-us/library/x4d2c09s(VS.80).aspx
 run:
 vcvarsall.bat amd64
 This should set environment variables, hence compiler, to 64-bit
 native compiler which will generate 64-bit objects.

 I myself haven't tested this, neither have chance to at the moment.

 Ismail
 ___
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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

 
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I briefly checked it out and couldn't see anything relevant. You may,
however, try some CC options if your build fails. I don't know
required compiler switches, if there is any. So you may need to Google
Visual C++ compiler switches or building 64-bit objects. I hope there
are others already compiled those 3rd party libraries for 64-bit on
Windows and have previous experience; that'd be very much helpful to
you.

Ismail
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Re: [osg-users] Visual Studio 2005

2009-08-16 Thread Michael W. Hall
Finally found it.  I am having trouble compiling it.  I keep getting 
 
osg/Geode does not exist.  It is in 
C:\Program Files\OpenSceneGraph\include\osg.  What could be wrong?  I
have changed the project and told the project file where my osg is
installed.

Michael

On Sat, 2009-08-15 at 12:07 +0100, Andrew Burnett-Thompson wrote:
 It's here:
 http://www.april1985.com/2008/02/19/osgnetdemo/
 
 under osgDotNetDemo.rar
 http://www.april1985.com/?dl_id=7
 
 Hope that helps, 
 Andrew
 
 
 On Sat, Aug 15, 2009 at 4:46 AM, Michael W. Hall hal...@att.net
 wrote:
 I for the life of me cannot find the demo.  Can you send it to
 me off of
 the list?
 
 Thanks,
 Michael
 
 
 On Wed, 2009-08-12 at 14:55 +0100, Andrew Burnett-Thompson
 wrote:
  Hi there, there's a great demo covering integration of
 OpenSceneGraph
  with C++/CLI discussed here:
 
 
 
 http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-February/007430.html
 
  http://www.april1985.com/2008/02/19/osgnetdemo/
 
  I'm using this successfully in a C# / OpenSceneGraph app by
 keeping
  all my OSG workings in C++ and the UI in C# with C++/CLI as
 a bridge
  between the two.
 
  Fast and performant, relatively trouble free. Not a bad way
 to work
  with OSG!
 
  Hope this helps,
  Andrew
 
 
 
  On Wed, Aug 12, 2009 at 2:51 PM, Michael W. Hall
 hal...@att.net
  wrote:
  I am just trying to create a project.  What type of
 project is
  the best
  to start with.  I chose the C++/CLR application.  I
 got just a
  blank
  form and I have added a status bar to it and a menu
 bar with
  the
  designer.
 
  I am now trying to figure out how to create a window
 on the
  form to
  render the scene.  That is where I am stuck.  Have
 not done
  any 3D with
  windows/VS 2005 and was looking for a little help to
 get
  going.
 
  Michael
 
  On Tue, 2009-08-04 at 21:48 -0600, Chris 'Xenon'
 Hanson wrote:
   Michael W. Hall wrote:
Since I am having issues with my linux box, I am
 tinkering
  with OSG in
Visual Studio 2005.  I am not having much luck.
  I was
  wondering if
anyone can point me to some good example code
 for VS 2005.
  
 Clarify what you're trying to do, and what
 you're having
  problems with exactly? I use
   OSG with VC++ 2005 every day.
  
I am wanting to do C++/CLR.
  
 Well, that is a different can of worms. I can't
 help you
  much there, but you should be
   able to get the regular C++ portion of OSG working
 without
  problems and then build on that
   to do your CLR stuff.
  
 
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
 
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
  ___
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  osg-users@lists.openscenegraph.org
 
 
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 ___
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 osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 ___
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Re: [osg-users] Visual Studio 2005

2009-08-16 Thread Andrew Burnett-Thompson
Oh you need to setup the environment variables to tell Windows where to look
for the files.

Here, follow this guide:

http://www.macs.hw.ac.uk/modules/F24VS2/Labs/OpenSceneGraphTutorial.pdf

Cheers,
Andrew

On Sun, Aug 16, 2009 at 8:52 PM, Michael W. Hall hal...@att.net wrote:

 Finally found it.  I am having trouble compiling it.  I keep getting

 osg/Geode does not exist.  It is in
 C:\Program Files\OpenSceneGraph\include\osg.  What could be wrong?  I
 have changed the project and told the project file where my osg is
 installed.

 Michael

 On Sat, 2009-08-15 at 12:07 +0100, Andrew Burnett-Thompson wrote:
  It's here:
  http://www.april1985.com/2008/02/19/osgnetdemo/
 
  under osgDotNetDemo.rar
  http://www.april1985.com/?dl_id=7
 
  Hope that helps,
  Andrew
 
 
  On Sat, Aug 15, 2009 at 4:46 AM, Michael W. Hall hal...@att.net
  wrote:
  I for the life of me cannot find the demo.  Can you send it to
  me off of
  the list?
 
  Thanks,
  Michael
 
 
  On Wed, 2009-08-12 at 14:55 +0100, Andrew Burnett-Thompson
  wrote:
   Hi there, there's a great demo covering integration of
  OpenSceneGraph
   with C++/CLI discussed here:
  
  
 
 http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-February/007430.html
  
   http://www.april1985.com/2008/02/19/osgnetdemo/
  
   I'm using this successfully in a C# / OpenSceneGraph app by
  keeping
   all my OSG workings in C++ and the UI in C# with C++/CLI as
  a bridge
   between the two.
  
   Fast and performant, relatively trouble free. Not a bad way
  to work
   with OSG!
  
   Hope this helps,
   Andrew
  
  
  
   On Wed, Aug 12, 2009 at 2:51 PM, Michael W. Hall
  hal...@att.net
   wrote:
   I am just trying to create a project.  What type of
  project is
   the best
   to start with.  I chose the C++/CLR application.  I
  got just a
   blank
   form and I have added a status bar to it and a menu
  bar with
   the
   designer.
  
   I am now trying to figure out how to create a window
  on the
   form to
   render the scene.  That is where I am stuck.  Have
  not done
   any 3D with
   windows/VS 2005 and was looking for a little help to
  get
   going.
  
   Michael
  
   On Tue, 2009-08-04 at 21:48 -0600, Chris 'Xenon'
  Hanson wrote:
Michael W. Hall wrote:
 Since I am having issues with my linux box, I am
  tinkering
   with OSG in
 Visual Studio 2005.  I am not having much luck.
   I was
   wondering if
 anyone can point me to some good example code
  for VS 2005.
   
  Clarify what you're trying to do, and what
  you're having
   problems with exactly? I use
OSG with VC++ 2005 every day.
   
 I am wanting to do C++/CLR.
   
  Well, that is a different can of worms. I can't
  help you
   much there, but you should be
able to get the regular C++ portion of OSG working
  without
   problems and then build on that
to do your CLR stuff.
   
  
   ___
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Re: [osg-users] Visual Studio 2005

2009-08-16 Thread Jean-Sébastien Guay

Hi Andrew, Michael,


Here, follow this guide:

http://www.macs.hw.ac.uk/modules/F24VS2/Labs/OpenSceneGraphTutorial.pdf


No, please don't. It's horribly out of date.

Please use the documentation on the OSG web site, which has gotten much 
better, in particular:


http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio

This one is also good if you want to compile OSG from sources:

http://www.skew-matrix.com/bb/viewtopic.php?f=8t=3

Also, Paul Martz has published an OSG quick start guide, which is free 
in PDF:


http://www.osgbooks.com/

Hope this helps,

J-S
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Re: [osg-users] Aligning Coordinate Systems

2009-08-16 Thread Gordon Tomlinson
http://www.catb.org/~esr/faqs/smart-questions.html#id308182



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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David
Goering
Sent: Sunday, August 16, 2009 1:56 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Aligning Coordinate Systems

Hey,
is this just a really dumb question ? Or did I not give enough info? Or do
you not understand what I am asking ?
Just wondering, if that is why noone has answered yet,
thx, 
David

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Re: [osg-users] how to compile openscenegraph in 64 bit archytecture

2009-08-16 Thread Gordon Tomlinson
With any 3rd party product typically your are going to have to do some
initial setup especially going to 64 bit builds this will be slightly
different for each package so you will have to investigate what they are

 

But I'm afraid your venturing out of the realms of OSG help in to a whole
other world,

 

you will need to read the READ ME texts with the 3rd part libraries , many
of these do make the assumption that you know how to use the relevant
compiler, linker and options etc.

There are many  user forums and posting across the net that deal
specifically with the 3rd party libraries, you will need to visit and search
for them for their build and setup questions

 

 

 


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 mailto:gor...@gordontomlinson.com gor...@gordontomlinson.com
IM:  mailto:gordon3db...@3dscenegraph.com gordon3db...@3dscenegraph.com
 http://www.vis-sim.com/ www.vis-sim.com
http://www.gordontomlinson.com/ www.gordontomlinson.com 


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From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of lucas
Grijander
Sent: Sunday, August 16, 2009 1:43 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] how to compile openscenegraph in 64 bit
archytecture

 

thanks!

 

I suppose that I should change something in the nmake.opt file? 

 

 

J.

 Date: Sun, 16 Aug 2009 17:21:05 +0200
 From: pazarb...@gmail.com
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] how to compile openscenegraph in 64 bit
archytecture
 
 2009/8/16 lucas Grijander dev_crisa...@hotmail.com:
  I'm sorry but I don't have a lot of experience in compilation. I
downloaded
  the required libs from gnuwin32 (tiff, png, gif, jpg, freetype), and now
  they say to use this to compile it:
  nmake /f makefile.vc
  but where do I have to change the configuration to specify the 64bits?
they
  don't provide a .sln for visual studio, so I don't have much idea on how
to
  do that :-S
  Jaime.
 
 
 Try opening Visual Studio x64 Command Line (under Microsoft Visual
 Studio 2005/2008-Tools folder in Start-Programs). As said at:
 http://msdn.microsoft.com/en-us/library/x4d2c09s(VS.80).aspx
 run:
 vcvarsall.bat amd64
 This should set environment variables, hence compiler, to 64-bit
 native compiler which will generate 64-bit objects.
 
 I myself haven't tested this, neither have chance to at the moment.
 
 Ismail
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Re: [osg-users] Aligning Coordinate Systems

2009-08-16 Thread David Goering
Hey,
I didnt mean to be annoying.. and I didnt want to repost the same question. 
I hope I didnt come across that way
I just figured the problem was probably not very complex (maybe a wrong 
assumption) and so I thought it was possible that my description was flawed, or 
that it wasnt clear what I meant... so I just wanted to make sure that it wasnt 
as trivial as that...
The Support here is great and I thank everyone who takes the time to help new 
users to find their way, 
so thx!
David

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Re: [osg-users] Aligning Coordinate Systems

2009-08-16 Thread Gordon Tomlinson
Check the archives , I'm pretty sure that a very similar question was asked
wit in the few couple of days and answered
( its certainly be answered several times over the last year, so the answer
is lurking in the archives etc )


__
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gor...@gordontomlinson.com
IM: gordon3db...@3dscenegraph.com
www.vis-sim.com www.gordontomlinson.com 

__

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David
Goering
Sent: Sunday, August 16, 2009 5:56 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Aligning Coordinate Systems

Hey,
I didnt mean to be annoying.. and I didnt want to repost the same question. 
I hope I didnt come across that way
I just figured the problem was probably not very complex (maybe a wrong
assumption) and so I thought it was possible that my description was flawed,
or that it wasnt clear what I meant... so I just wanted to make sure that it
wasnt as trivial as that...
The Support here is great and I thank everyone who takes the time to help
new users to find their way, 
so thx!
David

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http://forum.openscenegraph.org/viewtopic.php?p=16312#16312





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Re: [osg-users] NodeVisitor and osgswig

2009-08-16 Thread Sébastien Barthélemy
Hi Martin,

2009/8/15 Mamu ma...@gmx.de:
 My guess is that you need to call the base class constructor like this:

 class WithInitNodeVisitor(osg.NodeVisitor):
    def __init__(self):
        osg.NodeVisitor.__init__(self)   #-- !!

you guessed right, thanks! Now, my example does not fail anymore, but
does not visit any node either...

I attached a new version of the test case, in case someone has the
time to help. Maybe my `apply` method is not taken into account by the
`accept` one?

Also, I could not find the source code of the finding nodes tutorial
[1]. It's written The source code is available [here]. but here' is
not a link. Any idea where it could be ?

[1] 
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/FindingNodes

Thank you again for your help

Cheers,
SB
# coding=utf-8
import osg

class MyNodeVisitor(osg.NodeVisitor):
def __init__(self):
osg.NodeVisitor.__init__(self, osg.NodeVisitor.NODE_VISITOR,
 osg.NodeVisitor.TRAVERSE_ALL_CHILDREN)
self._names = []

def apply(self, node):
print node.getName()
self._names.append(node.getName())
self.traverse(node)

def test():
print 'running test'
root = osg.Group()
root.setName('root')
child = osg.Group()
child.setName('child')
root.addChild(child)
grandchild = osg.Group()
grandchild.setName('child')
child.addChild(grandchild)

nv = MyNodeVisitor()
root.accept(nv)
print nv._names

if __name__ == __main__:
test()

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[osg-users] Paged Geometry?

2009-08-16 Thread Peter Bear
Hi, anyone know if there's a paged geometry plugin out there or in the works 
for OSG? I was hoping for something like this to assist in the rendering of 
terrain features such as forests, vegetation and things like that.
Thank you!

Cheers,
Peter

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Re: [osg-users] Paged Geometry?

2009-08-16 Thread Gordon Tomlinson
Osg::PageLOD




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Gordon Tomlinson 

gor...@gordontomlinson.com
IM: gordon3db...@3dscenegraph.com
www.vis-sim.com www.gordontomlinson.com 

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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Peter Bear
Sent: Sunday, August 16, 2009 8:09 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Paged Geometry?

Hi, anyone know if there's a paged geometry plugin out there or in the works
for OSG? I was hoping for something like this to assist in the rendering of
terrain features such as forests, vegetation and things like that.
Thank you!

Cheers,
Peter

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Re: [osg-users] Reset Viewer and Context question

2009-08-16 Thread Jimmy Lin
Thanks Robert,

I will try that.

By the way, when I remove an object from the scene graph by remove the PAT 
above the model, do I need to call releaseGLObjects on the model node as well? 
or just the PAT? 

I use the model to create mutiple instance (use mutiple PAT) in the scene. If 
one of the instance got detached from the scene and  the model calls 
releaseGLObjects, would it cause problem with my other instances?

Thank you!

Cheers,
Jimmy

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Re: [osg-users] 3D HUD Elements

2009-08-16 Thread Jimmy Lin
Hi,

Does anyone has solution for this?

I am doing a simliar thing as well.

I tried to update my 3D Axis object with camera's position by using 
CullCallBack, but I have flickering problem with mutiple view/camera. 
It seems it's too late to update the node position/matrix at the culling stage, 
but only cullvisitor able to access eye point.

Is there a way to do this?

Thank you!

Cheers,
Jimmy

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