[osg-users] how to compile openscenegraph in 64 bit archytecture
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. _ Drag n’ drop—Get easy photo sharing with Windows Live™ Photos. http://www.microsoft.com/windows/windowslive/products/photos.aspx___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Image release question
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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
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. http://www.microsoft.com/middleeast/windows/windowslive/products/photos-share.aspx?tab=1___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to compile openscenegraph in 64 bit archytecture
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 ___ 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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 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 _ Share your memories online with anyone you want anyone you want. http://www.microsoft.com/middleeast/windows/windowslive/products/photos-sha re.aspx?tab=1 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to compile openscenegraph in 64 bit archytecture
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. _ More than messages–check out the rest of the Windows Live™. http://www.microsoft.com/windows/windowslive/___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _ More than messages–check out the rest of the Windows Live™. http://www.microsoft.com/windows/windowslive/___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to compile openscenegraph in 64 bit archytecture
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org check out the rest of the Windows Live™. More than mail–Windows Live™ goes way beyond your inbox. More than messages ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Visual Studio 2005
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 ___ 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
Re: [osg-users] Visual Studio 2005
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. ___ 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing
Re: [osg-users] Visual Studio 2005
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Aligning Coordinate Systems
http://www.catb.org/~esr/faqs/smart-questions.html#id308182 __ -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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16303#16303 ___ 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] how to compile openscenegraph in 64 bit archytecture
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 __ 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 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _ check out the rest of the Windows LiveT. More than mail-Windows LiveT goes way beyond your inbox. More than http://www.microsoft.com/windows/windowslive/ messages ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16312#16312 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Aligning Coordinate Systems
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 ) __ Gordon Tomlinson 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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16312#16312 ___ 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] NodeVisitor and osgswig
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() ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16315#16315 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Paged Geometry?
Osg::PageLOD __ Gordon Tomlinson 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 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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16315#16315 ___ 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] Reset Viewer and Context question
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16317#16317 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3D HUD Elements
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16318#16318 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org