Re: [osg-users] [bug report] OSG 2.9.8 cannot load files whose name contains Chinese character
Hi Mao, I tried rolling back to 2.8.2 and see if osgviewer could read Chinese filenames without locale set or unicode configurations. But it simply shouted 'No data load', as I wish. :) I'm just curious if you missed some importatnt information, for example, are you using a modified version of osgviewer? Wang Rui 2010/7/28 mao li : > Hi Rui, > > Thanks for your reply. > > But even when I enabled OSG_USE_UTF8_FILENAME and rebuilt it, it still > doesn't work. I double checked the CMake options I used for OSG 2.8.2, and I > found OSG_USE_UTF8_FILENAME is not enabled(this is the default value). So I > guess this is not a build option issue, but seems a source code bug. > > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewerMFC example (linking errors)
On 7/26/2010 10:59 AM, Sanat Talmaki wrote: > I have linked all libs from the osg visual studio package as well as the 3rd > party dependencies. > -Do I need to set any other libs I;m guessing the linker error is from some > lib I've not set. > > I've set the following settings for my project: > Use of MFC: Use MFC in a Shared DLL > Character Set: Not Set > Common Language Runtime Support: Common Language Runtime Support (/clr) > > > The error I'm still getting is: > > > Code: > 1>Linking... > 1>msvcrt.lib(crtexe.obj) : error LNK2001: unresolved external symbol _main > 1>C:\Projects\OSG_examples\Release\OSG_examples.exe : fatal error LNK1120: 1 > unresolved externals > 1>Build log was saved at > "file://c:\Projects\OSG_examples\Release\BuildLog.htm" > 1>OSG_examples - 2 error(s), 0 warning(s) > == Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped == > > If it is looking for a main(), then I think you might be linking for a console application rather than a windows application. Look in your linker settings and see what subsystem you have selected. Cory ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [bug report] OSG 2.9.8 cannot load files whose name contains Chinese character
Hi Rui, Thanks for your reply. But even when I enabled OSG_USE_UTF8_FILENAME and rebuilt it, it still doesn't work. I double checked the CMake options I used for OSG 2.8.2, and I found OSG_USE_UTF8_FILENAME is not enabled(this is the default value). So I guess this is not a build option issue, but seems a source code bug. Wang Rui wrote: > Hi Mao, > > Making use of unicode characters is also available. Enable the CMake > option OSG_USE_UTF8_FILENAME will do that trick. I believe that you > are using a 2.8.2 version with this option enabled but not on 2.9.x > versions. Please have a look at your CMake configurations. > > Wang Rui > > > 2010/7/27 mao li <>: > > > Hi Rui, > > > > Sorry, I mean OSG 2.8.2 did not has this issue. If client application needs > > to set locale for a specific language, then it could become very hard to > > write language independent application. Say, if I want to make the > > application run on both Chinese and Japanese locale, I have to write two > > separated application? What if the file path contains both Chinese and > > Japanese characters? I am curious why OSG 2.8.2 and previous versions can > > work well without manually set the locale. > > > > -- > > Read this topic online here: > > http://forum.openscenegraph.org/viewtopic.php?p=30316#30316 > > > > > > > > > > > > ___ > > osg-users mailing list > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > ___ > osg-users mailing list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- > Post generated by Mail2Forum :( :( -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30333#30333 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgSim HeightAboveTerrain performance...
Hi, I am not using this functionality at the moment but I do plan on doing so in the relatively near future. As such, please keep posting any findings you make. If it looks like some modifications to the code could help performance I would be willing to chip in some effort. Cheers, Brad -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC Sent: Wednesday, 28 July 2010 2:26 AM To: OpenSceneGraph Users Subject: Re: [osg-users] osgSim HeightAboveTerrain performance... Since I didn't receive any input or feedback on my previous inquiry, I'm assuming no one has used osgSim very much in an extensive setting.?.? At any rate, I've done some further investigation. It appears that performance is very poor when HAT inquiries are randomly called in different portions of the code via the osgSim::HeightAboveTerrain::computeHeightAboveTerrain(.) method. On the other hand, if HAT points via hat.addPoint() are collected up and then computed (intersections) in one place, performance improves. I'm assuming that this is the correct usage for OSG? If this is true, I must say that this is a major problem since HAT inquiries need to be done at different times throughout the application due to dependencies on HAT for other calculations. I would like some feedback from someone in the know on osgSim so I know what the proper usage is for maximum performance. If it is true that all HAT points in OSG need to be consolidated for intersection calculation, then I will attempt to refactor the code to support what OSG wants. Thanks, -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC Sent: Friday, July 23, 2010 10:57 AM To: OpenSceneGraph Users Subject: [osg-users] osgSim HeightAboveTerrain performance... All, I was wanting some feedback for those who have used osgSim in querying VPB database info such has HAT, LOS, etc., during runtime. I'm seeing some performance issues when using osgSim::HeightAboveTerrain::computeHeightAboveTerrain(.) to get the HAT value for a particular location in the database. At times, we need multiple HAT values per frame which seems to bog the performance down. I would surmise that LOS calculations are probably worse since multiple intersections are computed. My question is, is how efficient is the osgSim HAT function? Is the process of retrieving HAT a slow one? If so, is there a way to improve performance if one or more HAT requests are issued on a per frame basis? Thanks in advance, -Shayne DISCLAIMER:--- This e-mail transmission and any documents, files and previous e-mail messages attached to it are private and confidential. They may contain proprietary or copyright material or information that is subject to legal professional privilege. They are for the use of the intended recipient only. Any unauthorised viewing, use, disclosure, copying, alteration, storage or distribution of, or reliance on, this message is strictly prohibited. No part may be reproduced, adapted or transmitted without the written permission of the owner. If you have received this transmission in error, or are not an authorised recipient, please immediately notify the sender by return email, delete this message and all copies from your e-mail system, and destroy any printed copies. Receipt by anyone other than the intended recipient should not be deemed a waiver of any privilege or protection. Thales Australia does not warrant or represent that this e-mail or any documents, files and previous e-mail messages attached are error or virus free. -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Texture2DArray and invalid enumerant error
Hi, I'm using the Texture2DArray class with a VBO geometry and a shader program. I get a non-stop stream of this message: Warning: detected OpenGL error 'invalid enumerant' after applying GLMode 0x8c1a (..where 0x8c1a = TEXTURE_2D_ARRAY_EXT) The Texture2DArray (and associated sampler2Darray) is working correctly and my scene renders properly. But I'm having no luck tracking down cause of the message ... any ideas? OSG SVN trunk, Win7/VS9, GTS 250. -- Glenn Waldron : Pelican Mapping : +1.703.652.4791 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera intrinsics
Hi, Sorry! I have a couple of more questions. Whats _near and _far? Also, is there any reference for these equations? Thank you again for your tremendous help. Cheers, Ricky -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30330#30330 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] StandardShadowMap on ATI
Hi, I have been working for a while on compatibility issues with nVidia and ATI in our OpenSceneGraph application. Aside from a fair number of GLSL shader source issues, one of the last remaining problems was that textured objects were not casting shadows (please see first attached screenshot). After a little detective work, it seems that the empty osg Program attached to the StateSet belonging to the _camera in StandardShadowMap::ViewData::init() is causing the problem: > > // optimization attributes > osg::Program* program = new osg::Program; > stateset->setAttribute( program, osg::StateAttribute::OVERRIDE | > osg::StateAttribute::ON ); > stateset->setMode > ( GL_LIGHTING, osg::StateAttribute::OVERRIDE | > osg::StateAttribute::OFF ); > stateset->setMode > ( GL_BLEND, osg::StateAttribute::OVERRIDE | > osg::StateAttribute::OFF ); > > #if 0 // fixed pipeline seems faster (at least on my 7800) > program->addShader( new osg::Shader( osg::Shader::FRAGMENT, > "uniform sampler2D texture; > \n" > "void main(void) > \n" > "{ > \n" > " gl_FragColor = texture2D( texture, gl_TexCoord[0].xy ); > \n" > "} > \n" > ) ); // program->addShader Fragment > > program->addShader( new osg::Shader( osg::Shader::VERTEX, > "void main(void) > \n" > "{ > \n" > " gl_Position = ftransform(); > \n" > " gl_TexCoord[0] = gl_MultiTexCoord0; > \n" > "} > \n" > ) ); // program->addShader Vertex > #endif > The setting of the fragment and vertex shaders to the stateset are #if 0'd out, but the osg Program setting is not. Anyway, if I skip adding the empty program, things seem fine. Oddly, if I keep the empty program and skip the AlphaFunc above it that allows texture alpha to affect the depth buffer render, it casts shadows properly (well, without the alpha penetration of course). Everything works fine with nVidia drivers, even with the empty program. My scene has a mixture of shader programs depending on how the objects are setup, but they all include the shadow shader source (except the flat shaded objects like the force arrows shown below). So it seems to be an easy fix, but I was curious if anyone else had run into this problem? I did many searches on the forum and came up empty. And if anyone has deeper illumination into how the empty program could affect the statesets (seems like a bug to me since nVidia works fine), or if there is a more appropriate fix I'm not thinking of, I'd appreciate the feedback. Thanks- Baker Searles Hardware Versions: nVidia GTS 250 ATI Radeon HD4670 Software Versions: OSG @ 2.8.3 ATI Display Drivers @ 10.7 nVidia Display Drivers @ 258.96 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30329#30329 Attachments: http://forum.openscenegraph.org//files/ati_emptyglslprogram_noalphafunc_163.jpg http://forum.openscenegraph.org//files/ati_noemptyglslprogram_192.jpg http://forum.openscenegraph.org//files/ati_emptyglslprogram_debughud_103.jpg http://forum.openscenegraph.org//files/ati_emptyglslprogram_167.jpg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera intrinsics
Hi, Oh wow! Thank you very very much! Thank you! Cheers, Ricky -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30328#30328 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgSim HeightAboveTerrain performance...
Since I didn't receive any input or feedback on my previous inquiry, I'm assuming no one has used osgSim very much in an extensive setting.?.? At any rate, I've done some further investigation. It appears that performance is very poor when HAT inquiries are randomly called in different portions of the code via the osgSim::HeightAboveTerrain::computeHeightAboveTerrain(.) method. On the other hand, if HAT points via hat.addPoint() are collected up and then computed (intersections) in one place, performance improves. I'm assuming that this is the correct usage for OSG? If this is true, I must say that this is a major problem since HAT inquiries need to be done at different times throughout the application due to dependencies on HAT for other calculations. I would like some feedback from someone in the know on osgSim so I know what the proper usage is for maximum performance. If it is true that all HAT points in OSG need to be consolidated for intersection calculation, then I will attempt to refactor the code to support what OSG wants. Thanks, -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC Sent: Friday, July 23, 2010 10:57 AM To: OpenSceneGraph Users Subject: [osg-users] osgSim HeightAboveTerrain performance... All, I was wanting some feedback for those who have used osgSim in querying VPB database info such has HAT, LOS, etc., during runtime. I'm seeing some performance issues when using osgSim::HeightAboveTerrain::computeHeightAboveTerrain(.) to get the HAT value for a particular location in the database. At times, we need multiple HAT values per frame which seems to bog the performance down. I would surmise that LOS calculations are probably worse since multiple intersections are computed. My question is, is how efficient is the osgSim HAT function? Is the process of retrieving HAT a slow one? If so, is there a way to improve performance if one or more HAT requests are issued on a per frame basis? Thanks in advance, -Shayne smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Shadows, clouds...
Hi Jose, When I use shadowedscene with shadowmap and clouds, clouds are a little black! How can I delete this effect? Please search the archives in the future, this is a frequently asked question. There are two ways to make it so that shadows are not applied to the clouds: 1. Customize the shader applied to them so it doesn't do the shadow test (or remove the shader altogether). If you don't put a shader on that object, it inherits the one from higher in the graph (probably the one ShadowMap uses). See src/osgShadow/ShadowMap.cpp in the OSG source code. If you just want to remove this shader, you can do: node->getOrCreateStateSet()->setAttributeAndModes( new osg::Program, osg::StateAttribute::OFF); because a program with no shaders means the fixed pipeline. 2. Put your objects outside the shadowed scene. I.e. have a root osg::Group which has as children the osgShadow::ShadowedScene, and put your clouds under that root and not under the shadowed scene. root /\ shadowedSceneother non-shadowed objects | shadowed objects 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
[osg-users] Shadows, clouds...
Hi, When I use shadowedscene with shadowmap and clouds, clouds are a little black! How can I delete this effect? Thank you!!! Cheers, Jose -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30325#30325 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] FBX Plugin convert LOD into OSG correctly?
Hi, With my preliminary test the answer is no... Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30322#30322 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [bug report] OSG 2.9.8 cannot load files whose name contains Chinese character
Hi Mao, Making use of unicode characters is also available. Enable the CMake option OSG_USE_UTF8_FILENAME will do that trick. I believe that you are using a 2.8.2 version with this option enabled but not on 2.9.x versions. Please have a look at your CMake configurations. Wang Rui 2010/7/27 mao li : > Hi Rui, > > Sorry, I mean OSG 2.8.2 did not has this issue. If client application needs > to set locale for a specific language, then it could become very hard to > write language independent application. Say, if I want to make the > application run on both Chinese and Japanese locale, I have to write two > separated application? What if the file path contains both Chinese and > Japanese characters? I am curious why OSG 2.8.2 and previous versions can > work well without manually set the locale. > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=30316#30316 > > > > > > ___ > 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] Camera intrinsics
After looking at this again, I am unclear as to whether you have built the projection matrix from the intrinsic parameters. I was assuming that you had made it by hand. To do that you would do something like this: //-// // The _intrinsic variable holds the five values for the intrinsic // matrix. The intrinsic * our pixel transform to get the projections // matrix. The intrinsic values (itr[]) are given as five doubles // such that: // //| itr[0] itr[1] itr[2] | //| 0itr[3] itr[4] | //| 0 0 0 | // //| alpha_u gamma u_0 | //| 0alpha_v v_0 | //| 0 0 0 | // //-// void -Camera::calcProjection() { double alpha_u, alpha_v; // calc alphas alpha_u = _intrinsic[0]; double cot_theta = - _intrinsic[1]/_intrinsic[0]; double sin_theta = sqrt(1/(1+cot_theta*cot_theta)); alpha_v = _intrinsic[3] * sin_theta; double skew = _intrinsic[1]; double u0, v0; u0 = _intrinsic[2]; v0 = _intrinsic[4]; double left = -u0 / alpha_u * _near; double bottom = (_screen_height-v0) / alpha_v * _near; double right = (_screen_width - u0) / alpha_u * _near; double top = -v0 / alpha_v * _near; _projection[0] = 2 * _near / (right - left); _projection[4] = 2 * _near * skew / ((right - left) * alpha_u); _projection[5] = 2 * _near / (top - bottom); _projection[8] = -(right + left)/(right - left); _projection[9] = -(top + bottom)/(top - bottom); _projection[10] = (_far + _near) / (_far - _near); _projection[11] = 1; _projection[14] = -2 * _far * _near/(_far-_near); |} On Tue, 27 Jul 2010, Ricky Flintoff wrote: Hi, I have a quick question. I looked up online on setting camera intrinsics (5 parameters, including radial distortion). Would I be using viewer.getCamera()->setProjectionMatrixAsPerspective(intrinsic_parameter_matrix)? Also, can I do this (with a different matrix) before rendering each frame? Thank you! Cheers, Ricky -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30318#30318 ___ 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] Camera intrinsics
Thank you! I am essentially changing the view (using setViewMatrix) before rendering each frame. With each new view matrix, I have a different set of intrinsic parameters and I was wondering if I can set those again. In essence, can I repeatedly change intrinsic parameters of the camera? Keith Parkins wrote: > Use camera->setProjectionMatrix(intrinsic_parameter_matrix); > > Not sure what you are trying to do with respect to the other question > you have. > > On Tue, 27 Jul 2010, Ricky Flintoff wrote: > > > > Hi, > > > > I have a quick question. I looked up online on setting camera intrinsics (5 > > parameters, including radial distortion). Would I be using > > viewer.getCamera()->setProjectionMatrixAsPerspective(intrinsic_parameter_matrix)? > > Also, can I do this (with a different matrix) before rendering each frame? > > > > Thank you! > > > > Cheers, > > Ricky > > > > -- > > Read this topic online here: > > http://forum.openscenegraph.org/viewtopic.php?p=30318#30318 > > > > > > > > > > > > ___ > > osg-users mailing list > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > Keith ParkinsU of R Center for Visual Science > ___ > osg-users mailing list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- > Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30320#30320 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera intrinsics
Use camera->setProjectionMatrix(intrinsic_parameter_matrix); Not sure what you are trying to do with respect to the other question you have. On Tue, 27 Jul 2010, Ricky Flintoff wrote: Hi, I have a quick question. I looked up online on setting camera intrinsics (5 parameters, including radial distortion). Would I be using viewer.getCamera()->setProjectionMatrixAsPerspective(intrinsic_parameter_matrix)? Also, can I do this (with a different matrix) before rendering each frame? Thank you! Cheers, Ricky -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30318#30318 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Keith ParkinsU of R Center for Visual Science ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Camera intrinsics
Hi, I have a quick question. I looked up online on setting camera intrinsics (5 parameters, including radial distortion). Would I be using viewer.getCamera()->setProjectionMatrixAsPerspective(intrinsic_parameter_matrix)? Also, can I do this (with a different matrix) before rendering each frame? Thank you! Cheers, Ricky -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30318#30318 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] FBX plugin compile error in OSG 2.9.8 SVN
Hi, I'm trying to compile OSG 2.9.9 from the SVN but I have some errors with fbx plugin during compilation: Code: [ 84%] Building CXX object src/osgPlugins/fbx/CMakeFiles/osgdb_fbx.dir/fbxRMesh.o In file included from /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxReader.h:7, from /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:26: /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxMaterialToOsgStateSet.h:65: warning: comma at end of enumerator list In file included from /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:26: /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxReader.h: In constructor 'OsgFbxReader::OsgFbxReader(fbxsdk_2011_2::KFbxSdkManager&, fbxsdk_2011_2::KFbxScene&, FbxMaterialToOsgStateSet&, const std::set, std::allocator >&, const osgDB::Options&, OsgFbxReader::AuthoringTool, bool, bool)': /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxReader.h:37: warning: 'OsgFbxReader::authoringTool' will be initialized after /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxReader.h:30: warning: 'bool OsgFbxReader::lightmapTextures' /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxReader.h:47: warning: when initialized here /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp: In member function 'osgDB::ReaderWriter::ReadResult OsgFbxReader::readMesh(fbxsdk_2011_2::KFbxNode*, fbxsdk_2011_2::KFbxMesh*, std::vector >&, const char*)': /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:717: warning: suggest parentheses around assignment used as truth value /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:737: error: template argument for 'template class std::allocator' uses local type 'OsgFbxReader::readMesh(fbxsdk_2011_2::KFbxNode*, fbxsdk_2011_2::KFbxMesh*, std::vector >&, const char*)::PolygonRef' /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:737: error: trying to instantiate 'template class std::allocator' /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:737: error: template argument 2 is invalid /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:737: error: invalid type in declaration before ';' token /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:807: error: request for member 'push_back' in 'polygonRefList', which is of non-class type 'PolygonRefList' /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:840: error: expected initializer before 'it' /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:841: error: 'it' was not declared in this scope /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:841: error: 'itEnd' was not declared in this scope /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp: In function 'int getVertexIndex(const fbxsdk_2011_2::KFbxLayerElementTemplate*, const fbxsdk_2011_2::KFbxMesh*, int, int, int) [with T = fbxsdk_2011_2::KFbxVector4]': /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:563: instantiated from here /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:76: warning: enumeration value 'eNONE' not handled in switch /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:76: warning: enumeration value 'eBY_EDGE' not handled in switch /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:76: warning: enumeration value 'eALL_SAME' not handled in switch /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp: In function 'bool layerElementValid(const fbxsdk_2011_2::KFbxLayerElementTemplate*) [with T = fbxsdk_2011_2::KFbxVector4]': /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:697: instantiated from here /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:59: warning: enumeration value 'eINDEX' not handled in switch /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp: In function 'bool layerElementValid(const fbxsdk_2011_2::KFbxLayerElementTemplate*) [with T = fbxsdk_2011_2::KFbxColor]': /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:698: instantiated from here /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:59: warning: enumeration value 'eINDEX' not handled in switch /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp: In function 'bool layerElementValid(const fbxsdk_2011_2::KFbxLayerElementTemplate*) [with T = fbxsdk_2011_2::KFbxVector2]': /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:700: instantiated from here /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:59: warning: enumeration value 'eINDEX' not handled in switch /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp: In function 'int getPolygonIndex(const fbxsdk_2011_2::KFbxLayerElementTemplate*, int) [with T = fbxsdk_2011_2::KFbxSurfaceMaterial*]': /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:744: instantiated from here /tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxRMesh.cpp:103: w
Re: [osg-users] [bug report] OSG 2.9.8 cannot load files whose name contains Chinese character
Hi Rui, Sorry, I mean OSG 2.8.2 did not has this issue. If client application needs to set locale for a specific language, then it could become very hard to write language independent application. Say, if I want to make the application run on both Chinese and Japanese locale, I have to write two separated application? What if the file path contains both Chinese and Japanese characters? I am curious why OSG 2.8.2 and previous versions can work well without manually set the locale. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30316#30316 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] .8 [bug report] OSG 2.9.8 cannot load files whose name contains Chinese character
Hi Mao, There is no OSG 2.8.6 version. And to make Chinese path and filename recognizable, just select a suitable locale set with the setlocale() function, for example: #include int main(int argc, char** argv) { setlocale(LC_ALL, ".936"); // Chinese ... } Cheers, Wang Rui 2010/7/27 mao li : > Hi, > > Latest OSG 2.9.8 cannot load files whose name contains Chinese character. > It's quite inconvenient for Chinese users of OSG. For example, if you try to > run "osgviewer.exe 中文file.osg", it will report error: No data loaded. OSG > 2.9.6 also has this issue. But OSG 2.8.6 works fine. > > Thank you! > > Cheers, > mao > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=30300#30300 > > > > > > ___ > 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] .8 [bug report] OSG 2.9.8 cannot load files whose name contains Chinese character
Hi, Latest OSG 2.9.8 cannot load files whose name contains Chinese character. It's quite inconvenient for Chinese users of OSG. For example, if you try to run "osgviewer.exe 中文file.osg", it will report error: No data loaded. OSG 2.9.6 also has this issue. But OSG 2.8.6 works fine. Thank you! Cheers, mao -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30300#30300 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText::Text and screen
Hi Robert, yep.. did that .. .did a -1 scaling on the y-axis... works like a charm now. thanks, Peter On Tue, Jul 27, 2010 at 1:43 PM, Robert Osfield wrote: > Hi Peter, > > Try flipping the view matrix. > > Robert. > > On Tue, Jul 27, 2010 at 11:31 AM, Peter Wraae Marino > wrote: > > Hi Robert, > > I've removed the AxisAlignment... the text is the same. > > the reason for it being upside down is because of my > > ortho matrix.. I've set bottom to the pixel height of the view and top to > > zero. > > this way I get a coordinate system for the gui that is in the upper, left > > regards, > > Peter > > On Tue, Jul 27, 2010 at 11:27 AM, Robert Osfield < > robert.osfi...@gmail.com> > > wrote: > >> > >> Hi Peter, > >> > >> If you are using an orthographic projection then you will just need to > >> align the text to the XY plane, which is the default, there is no need > >> to set the AxisAlignment to SCREEN. It's likely upside down as > >> you've inverted the coordinates w.r.t OpenGL. > >> > >> Robert. > >> > >> On Tue, Jul 27, 2010 at 9:32 AM, Peter Wraae Marino > >> wrote: > >> > Hi osgUsers, > >> > I'm trying to create a gui and would like to have my coordinates > system > >> > 0, 0 > >> > at the upper, left of the screen. To do this I decided to create a > >> > matrix > >> > that has an ortho view as follows: > >> > osg::Matrix::ortho2D( 0, viewW, viewH, 0) > >> > where viewH is bottom and top has zero > >> > This works great when drawing my gui stuff.. but when I use > >> > osgText::Text as > >> > follows: > >> > m_rText = new osgText::Text; > >> > m_rText->setAxisAlignment( osgText::Text::SCREEN ); > >> > the text is at the correct position, but is upside down. I've searched > >> > the > >> > osgText if it was possible to set the drawing direction, but couldn't > >> > find > >> > anything. > >> > is there a way to solve this? > >> > I would really like to avoid having to use a osg::Matrix::ortho2D( 0, > >> > viewW, > >> > 0, viewH ), because this would mean that all my gui components would > >> > have to > >> > compensate for the viewH and reverse direction. > >> > any suggestions?, > >> > Peter Wraae Marino > >> > > >> > -- > >> > Bellinge Gymnasterne: http://www.bellingegymnasterne.dk > >> > Power Tumbling: http://www.powertumbling.dk > >> > OSG-Help: http://osghelp.com > >> > > >> > ___ > >> > osg-users mailing list > >> > osg-users@lists.openscenegraph.org > >> > > >> > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >> > > >> > > >> ___ > >> osg-users mailing list > >> osg-users@lists.openscenegraph.org > >> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > > -- > > Bellinge Gymnasterne: http://www.bellingegymnasterne.dk > > Power Tumbling: http://www.powertumbling.dk > > OSG-Help: http://osghelp.com > > > > ___ > > osg-users mailing list > > osg-users@lists.openscenegraph.org > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Bellinge Gymnasterne: http://www.bellingegymnasterne.dk Power Tumbling: http://www.powertumbling.dk OSG-Help: http://osghelp.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText::Text and screen
Hi Peter, Try flipping the view matrix. Robert. On Tue, Jul 27, 2010 at 11:31 AM, Peter Wraae Marino wrote: > Hi Robert, > I've removed the AxisAlignment... the text is the same. > the reason for it being upside down is because of my > ortho matrix.. I've set bottom to the pixel height of the view and top to > zero. > this way I get a coordinate system for the gui that is in the upper, left > regards, > Peter > On Tue, Jul 27, 2010 at 11:27 AM, Robert Osfield > wrote: >> >> Hi Peter, >> >> If you are using an orthographic projection then you will just need to >> align the text to the XY plane, which is the default, there is no need >> to set the AxisAlignment to SCREEN. It's likely upside down as >> you've inverted the coordinates w.r.t OpenGL. >> >> Robert. >> >> On Tue, Jul 27, 2010 at 9:32 AM, Peter Wraae Marino >> wrote: >> > Hi osgUsers, >> > I'm trying to create a gui and would like to have my coordinates system >> > 0, 0 >> > at the upper, left of the screen. To do this I decided to create a >> > matrix >> > that has an ortho view as follows: >> > osg::Matrix::ortho2D( 0, viewW, viewH, 0) >> > where viewH is bottom and top has zero >> > This works great when drawing my gui stuff.. but when I use >> > osgText::Text as >> > follows: >> > m_rText = new osgText::Text; >> > m_rText->setAxisAlignment( osgText::Text::SCREEN ); >> > the text is at the correct position, but is upside down. I've searched >> > the >> > osgText if it was possible to set the drawing direction, but couldn't >> > find >> > anything. >> > is there a way to solve this? >> > I would really like to avoid having to use a osg::Matrix::ortho2D( 0, >> > viewW, >> > 0, viewH ), because this would mean that all my gui components would >> > have to >> > compensate for the viewH and reverse direction. >> > any suggestions?, >> > Peter Wraae Marino >> > >> > -- >> > Bellinge Gymnasterne: http://www.bellingegymnasterne.dk >> > Power Tumbling: http://www.powertumbling.dk >> > OSG-Help: http://osghelp.com >> > >> > ___ >> > osg-users mailing list >> > osg-users@lists.openscenegraph.org >> > >> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > >> > >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > -- > Bellinge Gymnasterne: http://www.bellingegymnasterne.dk > Power Tumbling: http://www.powertumbling.dk > OSG-Help: http://osghelp.com > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] setAmbientIntensity without setTwoSided
Hi, I want to set ambientIntensity. There is a class for it - osg::LightModel. However, I do not want to do anything with TwoSided, LocalViewer or ControlColor settings. They must be inherited from the state above in the scene graph. How to achieve that? Thx, John ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText::Text and screen
Hi Robert, I've removed the AxisAlignment... the text is the same. the reason for it being upside down is because of my ortho matrix.. I've set bottom to the pixel height of the view and top to zero. this way I get a coordinate system for the gui that is in the upper, left regards, Peter On Tue, Jul 27, 2010 at 11:27 AM, Robert Osfield wrote: > Hi Peter, > > If you are using an orthographic projection then you will just need to > align the text to the XY plane, which is the default, there is no need > to set the AxisAlignment to SCREEN. It's likely upside down as > you've inverted the coordinates w.r.t OpenGL. > > Robert. > > On Tue, Jul 27, 2010 at 9:32 AM, Peter Wraae Marino > wrote: > > Hi osgUsers, > > I'm trying to create a gui and would like to have my coordinates system > 0, 0 > > at the upper, left of the screen. To do this I decided to create a matrix > > that has an ortho view as follows: > > osg::Matrix::ortho2D( 0, viewW, viewH, 0) > > where viewH is bottom and top has zero > > This works great when drawing my gui stuff.. but when I use osgText::Text > as > > follows: > > m_rText = new osgText::Text; > > m_rText->setAxisAlignment( osgText::Text::SCREEN ); > > the text is at the correct position, but is upside down. I've searched > the > > osgText if it was possible to set the drawing direction, but couldn't > find > > anything. > > is there a way to solve this? > > I would really like to avoid having to use a osg::Matrix::ortho2D( 0, > viewW, > > 0, viewH ), because this would mean that all my gui components would have > to > > compensate for the viewH and reverse direction. > > any suggestions?, > > Peter Wraae Marino > > > > -- > > Bellinge Gymnasterne: http://www.bellingegymnasterne.dk > > Power Tumbling: http://www.powertumbling.dk > > OSG-Help: http://osghelp.com > > > > ___ > > osg-users mailing list > > osg-users@lists.openscenegraph.org > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Bellinge Gymnasterne: http://www.bellingegymnasterne.dk Power Tumbling: http://www.powertumbling.dk OSG-Help: http://osghelp.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText::Text and screen
Hi Peter, If you are using an orthographic projection then you will just need to align the text to the XY plane, which is the default, there is no need to set the AxisAlignment to SCREEN. It's likely upside down as you've inverted the coordinates w.r.t OpenGL. Robert. On Tue, Jul 27, 2010 at 9:32 AM, Peter Wraae Marino wrote: > Hi osgUsers, > I'm trying to create a gui and would like to have my coordinates system 0, 0 > at the upper, left of the screen. To do this I decided to create a matrix > that has an ortho view as follows: > osg::Matrix::ortho2D( 0, viewW, viewH, 0) > where viewH is bottom and top has zero > This works great when drawing my gui stuff.. but when I use osgText::Text as > follows: > m_rText = new osgText::Text; > m_rText->setAxisAlignment( osgText::Text::SCREEN ); > the text is at the correct position, but is upside down. I've searched the > osgText if it was possible to set the drawing direction, but couldn't find > anything. > is there a way to solve this? > I would really like to avoid having to use a osg::Matrix::ortho2D( 0, viewW, > 0, viewH ), because this would mean that all my gui components would have to > compensate for the viewH and reverse direction. > any suggestions?, > Peter Wraae Marino > > -- > Bellinge Gymnasterne: http://www.bellingegymnasterne.dk > Power Tumbling: http://www.powertumbling.dk > OSG-Help: http://osghelp.com > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] TriangleFunctor/TriangleIndexFunctor with Vertex Attributes?
Hi Rob, If you want to access the vertex attribute data (such as colours, normals, tex coords) then you are probably best to do a dynamic_cast on the drawable and then access the data that way. If the drawable isn't a geometry then you'll need to use a cast to whatever object it is. Robert. On Mon, Jul 26, 2010 at 11:07 PM, Rob Radtke wrote: > Thank you Robert for the detailed explanation of TriangleFunctor and > TriangleIndexFunctor. Those classes have proven to be very useful to me. > I'm curious to know if there is a good way to use those classes in a manner > that allows you to also access attributes for each vertex. In particular, > I'm interested in accessing texture coordinate and/or color attributes (for > v1, v2 and v3) inside of my 'operator()(const int v1, const int v2, const > int v3)' implementation. > > I have had some limited success using a custom ConstAttributeFunctor > subclass to accumlate attributes inside of a ' NodeVisitor::apply( > osg::Geode&)' override, but I'm struggling with devising the best plan for > mapping each vertex back to the appropriate attribute. My current solution > is very messy and I doublt it's very robust. Is there a prescribed way to > do this? > > Thanks, > Rob Radtke > > -Original Message- > From: osg-users-boun...@lists.openscenegraph.org > [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert > Osfield > Sent: 12 March 2010 10:57 > To: OpenSceneGraph Users > Subject: Re: [osg-users] Need help to understand this code snippet > withaccept > and operator > > Hi Fred, > > The TriangleIndexFunctor is a template helper class for making it > easier to access the triangles held in osg::Drawable. The actual > geometry primitives held within different osg::Drawable subclasses > could be of any type and any arrangement, so casting osg::Drawable to > osg::Geometry etc. and then accessing the primitives directly and then > working out how to interpret the triangles from this is rather > complex, tedious and prone to poor performance unless you are very > careful. > > To address the tight coupling of accessors to implementations, the > osg::Drawable has an accept(osg::Drawable::PrimitiveFunctor&) method > exists to allow a subclass from osg::Drawable to pass details on the > geometry primitives that it has to the functor in a generic way - thus > hiding the local implementation details of that Drawable and enabling > your own custom PrimitiveFunctor to work with a wide range of Drawable > without needing to know the implementation details. While this > achieves good decoupling the PrimitiveFunctor still has to handle all > the different types of primitives - polygons, tri strips, quads, qaud > strips, lines etc, which is still pretty complicated to implement. > > To address the complexity of handling all the different types of > primitives the TriangleIndexFunctor template class exists to decompose > all the descriptions of generic primitives into the simple triangles > marked by their corner indices. For you the app developer all you > then need to do is create you little functor that implements the void > operator()(const int v1, const int v2, const int v3) method as per the > example, and then pass the resulting templated class to the drawable > to get all the triangle information. The use of templates also > ensures good performance. > > If it wasn't for PrimtiiveFunctor and > TriangleFunctor/TriangleIndexFunctor accessing geometry would be very > tedious and error prone task - lots of casts, switch statements and > book keeping. These helper classes might seem a bit convoluted at > first look, they really make life much easier. Go have a search > through the OSG code base, there are plenty of examples of > TriangleFunctor/TriangleIndexFunctor in action - especially in > src/osgUtil. > > Cheers, > 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] setUseVertexBufferObjects(true) has no effect
Robert, OK, this works fine with the osg::Geometry I'm using now. Paul, thanks, I'll have a look. Cheers, Fred -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30303#30303 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgText::Text and screen
Hi osgUsers, I'm trying to create a gui and would like to have my coordinates system 0, 0 at the upper, left of the screen. To do this I decided to create a matrix that has an ortho view as follows: osg::Matrix::ortho2D( 0, viewW, viewH, 0) where viewH is bottom and top has zero This works great when drawing my gui stuff.. but when I use osgText::Text as follows: m_rText = new osgText::Text; m_rText->setAxisAlignment( osgText::Text::SCREEN ); the text is at the correct position, but is upside down. I've searched the osgText if it was possible to set the drawing direction, but couldn't find anything. is there a way to solve this? I would really like to avoid having to use a osg::Matrix::ortho2D( 0, viewW, 0, viewH ), because this would mean that all my gui components would have to compensate for the viewH and reverse direction. any suggestions?, Peter Wraae Marino -- Bellinge Gymnasterne: http://www.bellingegymnasterne.dk Power Tumbling: http://www.powertumbling.dk OSG-Help: http://osghelp.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
Hi Florian, Am 23.07.10 18:25, schrieb Florian Kolbe: > Hi, > I am very delighted to see that the porting is making progress, and I would > like to contribute. Here are my experiences so far: > > I did the following to get the code: > > > Code: > git clone http://github.com/stmh/osg.git > cd osg > git branch -a > git checkout remotes/origin/iphone i am by no means a git expert, I used the tutorial at http://www.openscenegraph.org/projects/osg/wiki/Downloads/GIT to get the source. This should work, too: git clone git://github.com/stmh/osg.git git pull origin iphone > 2. The XCode Project is referencing files from osgIntrospection which are all > missing? I removed them, as osgIntrospection is deprecated. > 3. Can it be built for the Simulator? Trying to build for Simulator 4.0 I get > compile errors apparently because "struct stat64" is unknown. There is some > logic whether to "#define stat64 stat" but it seems to fail? (using 10.4) Yes, my test builds for the simulator went fine. Don't know, what the problem is. What system are you using for development, what xcode-version etc.? The mentioned code compiles cleanly on my end. > 4. Project tries to build freetype Plugin. > > Code: > osg.git/osg/IPhone_Project/../src/osgPlugins/freetype/FreeTypeFont.h:19:0 > Ft2build.h: No such file or directory in > /Users/fke/osg.git/osg/IPhone_Project/../src/osgPlugins/freetype/FreeTypeFont.h > > > The file IPhone_Project/3rdParty/lib/libFreeType_iphone_universal.a is there > and 3rdparty/include/freetype2 also, but there seems to be a problem with > wrong case? The file in the repository is: ft2build.h (but include-Statement > says: Ft2build.h). I did a file-wide search, and all includes are referring to , I can't reproduce your problem on my end. > A. Is there a publically available issue tracker for OSG and/or OSG on iOS ? Not yet. Just use this list for reporting bugs and issues, as the demand for an iphone-port is relative low. > B. Should we open a List (in terms of forum structure) specifically for iOS > support? If the traffic increases perhaps yes. > C. How is the process for submitting code changes to the iOS branch? As I am currently maintaining this fork alone, feel free to send them to me (as whole files, see the osg-submissions-protocol on the website). I haven't wrapped my head around git and github enough, but there's a good chance that you can fork the osg repository, apply the patches and send them back to me to integrate them into the repository in an automated way. Perhaps someone with more knowledge can shed some light here. I am currently busy with other projects, and I am doing the work on the iphone-part only in my spare-time, so I am making less progress as I want on this end. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org