Re: [osg-users] 3D mice

2013-02-04 Thread om prakash Paliwal
please help me .. i m a begineer and stucked at very first program

i build OSG on ubuntu 12.10 with cmake using unix makefile generetor . i
build them succesfully. when i build cmake script and rum make command it
says

[100%] Building CXX object CMakeFiles/MyProject.dir/main.cpp.o
In file included from /home/heart-hacker/OpenSg/project/main.cpp:1:0:
/home/heart-hacker/OpenSg/build_OpenSceneGraph/include/osgDB/ReadFile:19:20:
fatal error: osg/Node: No such file or directory
compilation terminated.
make[2]: *** [CMakeFiles/MyProject.dir/main.cpp.o] Error 1
make[1]: *** [CMakeFiles/MyProject.dir/all] Error 2
make: *** [all] Error 2

when i browsed my include file earlier only osg and OpenThread folders were
there. later i include other folder from downloaded source files ...

i dont' know what is going on with these header file ...

please help me . it would be great  and i will be thankful to u ..

thanks in advance





On Mon, Feb 4, 2013 at 1:17 PM, Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de> wrote:

> Hello Thomas,
>
> yes. I've more or less successfully integrated the 3dConnexion SpaceMouse
> into a custom Handler.
> Also there is some class in the osgVisual-project. Unfortunately it uses
> DirectX which is why I use a slightly modified OpenInputSystem.
>
> cheers
> Sebastian
>
>
>  Hi,
>>
>> Has anyone taken a look at integrating a device such as a 3D mouse into
>> OpenSceneGraph?
>>
>> Thank you!
>>
>> Cheers,
>> Thomas
>>
>> --
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[osg-users] Link error with osgDB and ITK

2013-02-04 Thread Bruno Ronzani
Hi,

I'm experiencing link errors while trying to build an application with both ITK 
and OSG. I have compiled both libs in shared mod, with vs2012. 

Error example :

>ITKMetaIO-4.0.lib(metaObject.obj) : error LNK2005: "public: __thiscall 
>std::basic_ifstream 
>>::basic_ifstream >(void)" 
>(??0?$basic_ifstream@DU?$char_traits@D@std@@@std@@QAE@XZ) already defined in 
>osgDB.lib(osg92-osgDB.dll)

Any help ? Thank you !

(note that I have the same kind of errors if i try to compile the OSG DICOM 
Plugin)

Cheers!

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Re: [osg-users] 3D mice

2013-02-04 Thread Jan Ciger
On Mon, Feb 4, 2013 at 9:10 AM, om prakash Paliwal <
omprakash.paliwa...@gmail.com> wrote:

> please help me .. i m a begineer and stucked at very first program
>


Please, don't hijack threads and don't repost this multiple times in
several places. I think your questions were answered in another thread
already.

Thank you,

Jan
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Re: [osg-users] 3D mice

2013-02-04 Thread Jan Ciger
On Sun, Feb 3, 2013 at 6:41 PM, Thomas Lerman  wrote:

> Hi,
>
> Has anyone taken a look at integrating a device such as a 3D mouse into
> OpenSceneGraph?
>
> Thank you!
>

Sure, it is not hard. Probably the simplest way to do so is to use VRPN,
then you can use anything that VRPN supports (and not only a 3D mouse).
3D Connexion SpaceNavigator and the old SGI SpaceBall worked just fine with
it - you get an orientation quaternion from VRPN and apply that to a
MatrixTransform node in the scenegraph, e.g. using a callback.  I believe
there is even a VRPN nodekit for OSG already (osgVRPN?), saving you even
that work.

Regards,

Jan
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Re: [osg-users] [build] Need help with Multithreaded-Debug(/MTd)

2013-02-04 Thread Remo Eichenberger
Hi,

You should never mix DEBUG and RELEASE builds in one project, unless you know 
what you do ;)

Cheers

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[osg-users] How to build OpenSceneGraph for Android in Windows

2013-02-04 Thread Nathan Collins
Hi there,

We have been attempting to build OSG for Android and thought it would be a good 
idea to share the steps we used to finally get it to work in Windows. This 
guide assumes you have Eclipse, the Android SDK and NDK installed and set up 
already. Whilst you may be used to using the NDK tools in Cygwin, we have only 
used CMD in this guide. The most important thing is to use the latest stable 
version of OSG (3.0.1) - we found that the svn trunk version just does not want 
to work. This is due to issues loading libraries as well as some problems with 
OSG its self.

As usual, your mileage may vary!

Install make and MinGW
==
- Download and install make from 
http://gnuwin32.sourceforge.net/downlinks/make.php;
- Download and install MinGW from 
http://sourceforge.net/projects/mingw/files/latest/download?source=files. Don't 
forget to add the C++ compiler during the installation options;
- Add the install directories to your PATH. Mine were C:\Program Files 
(x86)\GnuWin32\bin and C:\MinGW\bin.

Setup a clean version of the OSG source
===
I used a clean version of the OSG source, because we are using a separate set 
of CMake commands. 

*** It is important to use the latest stable version (3.0.1), rather than the 
trunk, otherwise it will not work! ***

To get a clean version:
- Install tortoise SVN http://tortoisesvn.net/downloads.html ;
- In C:\Local use SVN Checkout (a context menu option) 
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-3.0.1 
Set the checkout-directory to be C:\Local\OpenSceneGraph-Android;
- Make two new directories inside OpenSceneGraph-Android: build and osginstall;

Now we build the OSG source. NOTE: if you have an NDK_PROJECT_PATH environment 
variable set you need to remove this now.
- In CMD navigate to C:\Local\OpenSceneGraph-Android\build and run the 
following CMake command (-DJ=8 command tells make to use 8 cores - change this 
to match your system):
cmake .. -G "MinGW Makefiles" -DOSG_BUILD_PLATFORM_ANDROID=ON 
-DDYNAMIC_OPENTHREADS=OFF -DDYNAMIC_OPENSCENEGRAPH=OFF 
-DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF -DOSG_GL_MATRICES_AVAILABLE=ON 
-DOSG_GL_VERTEX_FUNCS_AVAILABLE=ON -DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=ON 
-DOSG_GL_FIXED_FUNCTION_AVAILABLE=ON -DOSG_CPP_EXCEPTIONS_AVAILABLE=OFF 
-DOSG_GL1_AVAILABLE=OFF -DOSG_GL2_AVAILABLE=OFF -DOSG_GL3_AVAILABLE=OFF 
-DOSG_GLES1_AVAILABLE=ON -DOSG_GLES2_AVAILABLE=OFF -DJ=8 
-DCMAKE_INSTALL_PREFIX=C:\Local\OpenSceneGraph-Android\osginstall
- Run make - this takes a while!
- Run make install which copies our include, lib and obj files into osginstall 
for us. 

Import osgAndroidExampleGLES1 to Eclipse and configure
==
- Copy a version of the osgAndroidExampleGLES1 from 
C:\Local\OpenSceneGraph-Android\examples\osgAndroidExampleGLES1 to your 
workspace: \osgAndroidExampleGLES1;
- In Eclipse, File | Import..., expand Android and select Existing Android Code 
Into Workspace. Next;
- In Root Directory browse to \osgAndroidExampleGLES1;
- Select the projects osg.AndroidExample.osgViewer and hit Finish;
- In Eclipse, open up jni\Android.mk and set OSG_ANDROID_DIR to 
C:\Local\OpenSceneGraph-3.0.1\osginstall on line 7;
- You also need to add -lgnustl_static onto the end of line 21 (LOCAL_LDLIBS);

If you have an ndk version greater than android-ndk-r8b:
- Open C:\Local\OpenSceneGraph-Android\build\AndroidManifest.xml in a text 
editor;
- Add  as a child of ''. You should be 
able to paste it straight into the empty line 6.

Finally:
- navigate to \osgAndroidExampleGLES1 in CMD and run ndk-build;
- plug in a device, or launch an emulator, and debug or run the app in Eclipse.

We hope this helps!

Regards,

Nathan Collins
Intern Software Engineer

=

Midland Valley Exploration Ltd.
144 West George Street
Glasgow G2 2HG
United Kingdom

Tel: +44 (0) 141 332 2681
Fax:+44 (0) 141 332 6792

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Re: [osg-users] 3D mice

2013-02-04 Thread Paul Martz
The osgWorks project supports both VRPN and DirectX input devices, and works 
with OSG 2.8.5 and later.

http://osgworks.googlecode.com
   -Paul


On 2/3/2013 10:41 AM, Thomas Lerman wrote:

Hi,

Has anyone taken a look at integrating a device such as a 3D mouse into 
OpenSceneGraph?

Thank you!

Cheers,
Thomas

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Re: [osg-users] 3D mice

2013-02-04 Thread Thomas Lerman
[quote="Sebastian Messerschmidt"]Hello Thomas,

yes. I've more or less successfully integrated the 3dConnexion 
SpaceMouse into a custom Handler.
Also there is some class in the osgVisual-project. Unfortunately it uses 
DirectX which is why I use a slightly modified OpenInputSystem.

cheers
Sebastian[/quote]
[quote="Jan Ciger"]On Sun, Feb 3, 2013 at 6:41 PM, Thomas Lerman 
 wrote:
Sure, it is not hard. Probably the simplest way to do so is to use VRPN, then 
you can use anything that VRPN supports (and not only a 3D mouse). 
3D Connexion SpaceNavigator and the old SGI SpaceBall worked just fine with it 
- you get an orientation quaternion from VRPN and apply that to a 
MatrixTransform node in the scenegraph, e.g. using a callback.  I believe there 
is even a VRPN nodekit for OSG already (osgVRPN?), saving you even that work. 

Regards,

Jan[/quote]
[quote="Paul Martz"]The osgWorks project supports both VRPN and DirectX input 
devices, and works 
with OSG 2.8.5 and later.
http://osgworks.googlecode.com
-Paul[/quote]
Thank you Sebastian, Jan, and Paul. Any code samples (I do not have the 
hardware or drivers yet)? I did check out osgWorks and did not see any mention 
of this capability, but could have missed it.
Thank you again,
Thomas

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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-02-04 Thread Jordi Torres
Hi Nathan,

good tutorial! It could be useful to post this to the android section of
the new openscenegraph joomla site:

http://www.openscenegraph.com/index.php/documentation/platform-specifics/android

Cheers.

2013/2/4 Nathan Collins 

> Hi there,
>
> We have been attempting to build OSG for Android and thought it would be a
> good idea to share the steps we used to finally get it to work in Windows.
> This guide assumes you have Eclipse, the Android SDK and NDK installed and
> set up already. Whilst you may be used to using the NDK tools in Cygwin, we
> have only used CMD in this guide. The most important thing is to use the
> latest stable version of OSG (3.0.1) - we found that the svn trunk version
> just does not want to work. This is due to issues loading libraries as well
> as some problems with OSG its self.
>
> As usual, your mileage may vary!
>
> Install make and MinGW
> ==
> - Download and install make from
> http://gnuwin32.sourceforge.net/downlinks/make.php;
> - Download and install MinGW from
> http://sourceforge.net/projects/mingw/files/latest/download?source=files.
> Don't forget to add the C++ compiler during the installation options;
> - Add the install directories to your PATH. Mine
> were C:\Program Files (x86)\GnuWin32\bin and C:\MinGW\bin.
>
> Setup a clean version of the OSG source
> ===
> I used a clean version of the OSG source, because we are using a separate
> set of CMake commands.
>
> *** It is important to use the latest stable version (3.0.1), rather than
> the trunk, otherwise it will not work! ***
>
> To get a clean version:
> - Install tortoise SVN http://tortoisesvn.net/downloads.html ;
> - In C:\Local use SVN Checkout (a context menu option)
> http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-3.0.1
>  Set
> the checkout-directory to be C:\Local\OpenSceneGraph-Android;
> - Make two new directories
> inside OpenSceneGraph-Android: build and osginstall;
>
> Now we build the OSG source. NOTE: if you have
> an NDK_PROJECT_PATH environment variable set you need to remove this now.
> - In CMD navigate to C:\Local\OpenSceneGraph-Android\build and run the
> following CMake command (-DJ=8 command tells make to use 8 cores - change
> this to match your system):
>
> cmake .. -G "MinGW Makefiles" -DOSG_BUILD_PLATFORM_ANDROID=ON 
> -DDYNAMIC_OPENTHREADS=OFF -DDYNAMIC_OPENSCENEGRAPH=OFF 
> -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF -DOSG_GL_MATRICES_AVAILABLE=ON 
> -DOSG_GL_VERTEX_FUNCS_AVAILABLE=ON -DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=ON 
> -DOSG_GL_FIXED_FUNCTION_AVAILABLE=ON -DOSG_CPP_EXCEPTIONS_AVAILABLE=OFF 
> -DOSG_GL1_AVAILABLE=OFF -DOSG_GL2_AVAILABLE=OFF -DOSG_GL3_AVAILABLE=OFF 
> -DOSG_GLES1_AVAILABLE=ON -DOSG_GLES2_AVAILABLE=OFF -DJ=8 
> -DCMAKE_INSTALL_PREFIX=C:\Local\OpenSceneGraph-Android\osginstall
> - Run make - this takes a while!
> - Run make install which copies our include, lib and obj files
> into osginstall for us.
>
> Import osgAndroidExampleGLES1 to Eclipse and configure
> ==
> - Copy a version of the osgAndroidExampleGLES1
> from C:\Local\OpenSceneGraph-Android\examples\osgAndroidExampleGLES1 to
> your workspace: \osgAndroidExampleGLES1;
> - In Eclipse, File | Import..., expand Android and select Existing Android
> Code Into Workspace. Next;
> - In Root Directory browse to \osgAndroidExampleGLES1;
> - Select the projects osg.AndroidExample.osgViewer and hit Finish;
> - In Eclipse, open up jni\Android.mk and
> set OSG_ANDROID_DIR to C:\Local\OpenSceneGraph-3.0.1\osginstall on line 7;
> - You also need to add -lgnustl_static onto the end of line 21
> (LOCAL_LDLIBS);
>
> If you have an ndk version greater than android-ndk-r8b:
> - Open C:\Local\OpenSceneGraph-Android\build\AndroidManifest.xml in a text
> editor;
> -
> Add  android:minSdkVersion="8"> as
> a child of ''. You should be able to paste it straight into the
> empty line 6.
>
> Finally:
> - navigate to \osgAndroidExampleGLES1 in CMD and run ndk-build;
> - plug in a device, or launch an emulator, and debug or run the app in
> Eclipse.
>
> We hope this helps!
>
> Regards,
>
> Nathan Collins
> Intern Software Engineer
>
> =
>
> Midland Valley Exploration Ltd.
> 144 West George Street
> Glasgow G2 2HG
> United Kingdom
>
> Tel: +44 (0) 141 332 2681
> Fax:+44 (0) 141 332 6792
>
> The structural geology experts
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Re: [osg-users] 3D mice

2013-02-04 Thread Jan Ciger
On Mon, Feb 4, 2013 at 5:42 PM, Thomas Lerman  wrote:

> Thank you Sebastian, Jan, and Paul. Any code samples (I do not have the
> hardware or drivers yet)? I did check out osgWorks and did not see any
> mention of this capability, but could have missed it.


Here is a simple VRPN integration tutorial (not OSG specific, but it is
trivial to add this to a callback):

http://www.vrgeeks.org/vrpn/tutorial---use-vrpn

Jan
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Re: [osg-users] 3D mice

2013-02-04 Thread Paul Martz

In osgWorks, this support is in the osgwMx library. See osgWorks/include/osgwMx.
   -Paul


On 2/4/2013 9:42 AM, Thomas Lerman wrote:

Thank you Sebastian, Jan, and Paul. Any code samples (I do not have the 
hardware or drivers yet)? I did check out osgWorks and did not see any mention 
of this capability, but could have missed it.
Thank you again,



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Re: [osg-users] 3D mice

2013-02-04 Thread Torben Dannhauer
Hi,

Ive added an Spacemouse implementation in osgVisual. it does not use DirectX 
but currently my implementation only works for windows since it uses COM 
objects.

Cheers,
Torben

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Re: [osg-users] Fix for building with ref_ptr<>::get()

2013-02-04 Thread Paul Martz

Sorry; I cross-posted this to osg-users but forgot to mention why.

I wanted to start a discussion on the CMake variable 
OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION. Does anyone else besides me change 
this variable from its default ON state to OFF? If not, should we just remove it?


The reason I ask is that it seems like every time I do an update from trunk, the 
latest source contains some changes that assume this variable is always on, and 
the code fails to compile if the variable is off. Here's an example:

osg::ref_ptr< osg::Group > source;
osg::Group* dest;
dest = source; // Compile error, should be "dest = source.get()"

I got in the habit of always disabling implicit ref_ptr output conversion 
because someone once tried to use my osgWorks project with an OSG that had been 
built with the CMake variable turned off. The only way for me to make sure my 
project builds is to do all my testing with the CMake variable turned off. Code 
written with the variable in an OFF state will build whether the variable is ON 
or OFF, but code written with the variable in its default ON state stands a good 
chance of failing to compile when the variable is flipped OFF.


If no one else is turning it OFF and are submitting changes that assume it's ON, 
then perhaps I'm better off if I (osgWorks, osgBullet, osgAudio, etc) simply 
stop supporting the variable in an OFF state...? If so, it begs the larger 
question: should we simply remove the variable altogether?

   -Paul


On 2/4/2013 2:18 PM, Paul Martz wrote:

This is just a start, there are many others. Just don't have time to fix them
all at the moment.



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Re: [osg-users] Fix for building with ref_ptr<>::get()

2013-02-04 Thread Paul
Ah ... don't you just love Cmake. :/

Paul Martz  wrote:

>Sorry; I cross-posted this to osg-users but forgot to mention why.
>
>I wanted to start a discussion on the CMake variable 
>OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION. Does anyone else besides me change 
>this variable from its default ON state to OFF? If not, should we just remove 
>it?
>
>The reason I ask is that it seems like every time I do an update from trunk, 
>the 
>latest source contains some changes that assume this variable is always on, 
>and 
>the code fails to compile if the variable is off. Here's an example:
> osg::ref_ptr< osg::Group > source;
> osg::Group* dest;
> dest = source; // Compile error, should be "dest = source.get()"
>
>I got in the habit of always disabling implicit ref_ptr output conversion 
>because someone once tried to use my osgWorks project with an OSG that had 
>been 
>built with the CMake variable turned off. The only way for me to make sure my 
>project builds is to do all my testing with the CMake variable turned off. 
>Code 
>written with the variable in an OFF state will build whether the variable is 
>ON 
>or OFF, but code written with the variable in its default ON state stands a 
>good 
>chance of failing to compile when the variable is flipped OFF.
>
>If no one else is turning it OFF and are submitting changes that assume it's 
>ON, 
>then perhaps I'm better off if I (osgWorks, osgBullet, osgAudio, etc) simply 
>stop supporting the variable in an OFF state...? If so, it begs the larger 
>question: should we simply remove the variable altogether?
>-Paul
>
>
>On 2/4/2013 2:18 PM, Paul Martz wrote:
>> This is just a start, there are many others. Just don't have time to fix them
>> all at the moment.
>>
>>
>>
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Re: [osg-users] Fix for building with ref_ptr<>::get()

2013-02-04 Thread Ulrich Hertlein
Hi Paul,

On 5/02/13 8:40, Paul Martz wrote:
> I wanted to start a discussion on the CMake variable
> OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION. Does anyone else besides me 
> change this
> variable from its default ON state to OFF? If not, should we just remove it?
> 
> The reason I ask is that it seems like every time I do an update from trunk, 
> the latest
> source contains some changes that assume this variable is always on, and the 
> code fails to
> compile if the variable is off. Here's an example:
> osg::ref_ptr< osg::Group > source;
> osg::Group* dest;
> dest = source; // Compile error, should be "dest = source.get()"
> 
> I got in the habit of always disabling implicit ref_ptr output conversion 
> because someone
> once tried to use my osgWorks project with an OSG that had been built with 
> the CMake
> variable turned off. The only way for me to make sure my project builds is to 
> do all my
> testing with the CMake variable turned off. Code written with the variable in 
> an OFF state
> will build whether the variable is ON or OFF, but code written with the 
> variable in its
> default ON state stands a good chance of failing to compile when the variable 
> is flipped OFF.

I have never changed the CMake variable (having only vaguely been aware of it), 
but have
always used 'source.get()' in my own code.

Following the mantra 'explicit is better than implicit' I would like to 
advocate to remove
the 'feature' (basically setting it to OFF) AND to remove the CMake variable.

This follows std::shared_ptr and std::unique_ptr.

Yes, this will break some code but maybe for the better?

Cheers,
/ulrich

PS: On a related note: how do you folks feel about slowly starting to adopt 
C++11
features?  I feel like a kid in a candy store with all the new stuff that has 
come along!  :-D
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Re: [osg-users] getting errors in creating First OSG program

2013-02-04 Thread om prakash Paliwal
finally i did my first program ... thank you guys. surely without you i
would have gave up. i searched through some thread and found that it may my
header file OSG_DIR that was not set (May be) .. i still din't know the
exact cause of error but it is working now 


On Tue, Feb 5, 2013 at 8:27 AM, om prakash Paliwal <
omprakash.paliwa...@gmail.com> wrote:

> ok , i got it now. i ran "make VERBOSE=1" and i got this
>
> heart-hacker@hearthacker-HP-Pavilion-g6-Notebook-PC:~/OpenSg/project$
> make VERBOSE=1
> /usr/bin/cmake -H/home/heart-hacker/OpenSg/project
> -B/home/heart-hacker/OpenSg/project --check-build-system
> CMakeFiles/Makefile.cmake 0
> /usr/bin/cmake -E cmake_progress_start
> /home/heart-hacker/OpenSg/project/CMakeFiles
> /home/heart-hacker/OpenSg/project/CMakeFiles/progress.marks
> make -f CMakeFiles/Makefile2 all
> make[1]: Entering directory `/home/heart-hacker/OpenSg/project'
> make -f CMakeFiles/MyProject.dir/build.make CMakeFiles/MyProject.dir/depend
> make[2]: Entering directory `/home/heart-hacker/OpenSg/project'
> cd /home/heart-hacker/OpenSg/project && /usr/bin/cmake -E cmake_depends
> "Unix Makefiles" /home/heart-hacker/OpenSg/project
> /home/heart-hacker/OpenSg/project /home/heart-hacker/OpenSg/project
> /home/heart-hacker/OpenSg/project
> /home/heart-hacker/OpenSg/project/CMakeFiles/MyProject.dir/DependInfo.cmake
> --color=
> make[2]: Leaving directory `/home/heart-hacker/OpenSg/project'
> make -f CMakeFiles/MyProject.dir/build.make CMakeFiles/MyProject.dir/build
> make[2]: Entering directory `/home/heart-hacker/OpenSg/project'
> /usr/bin/cmake -E cmake_progress_report
> /home/heart-hacker/OpenSg/project/CMakeFiles 1
> [100%] Building CXX object CMakeFiles/MyProject.dir/main.cpp.o
> /usr/bin/c++
> *-I/home/heart-hacker/OpenSg/build_OpenSceneGraph/include/OpenThreads
> -I/home/heart-hacker/OpenSg/build_OpenSceneGraph/include/osg
> -I/home/heart-hacker/OpenSg/build_OpenSceneGraph/include*-o
> CMakeFiles/MyProject.dir/main.cpp.o -c
> /home/heart-hacker/OpenSg/project/main.cpp
> /home/heart-hacker/OpenSg/project/main.cpp:2:20: fatal error: osg/Node: No
> such file or directory
> compilation terminated.
> make[2]: *** [CMakeFiles/MyProject.dir/main.cpp.o] Error 1
> make[2]: Leaving directory `/home/heart-hacker/OpenSg/project'
> make[1]: *** [CMakeFiles/MyProject.dir/all] Error 2
> make[1]: Leaving directory `/home/heart-hacker/OpenSg/project'
> make: *** [all] Error 2
>
>
> And i have highligted the -i flag. it would be easier to see . One
> thing i want to mention , when i browse through my include file earlier i
> only had two folders namely osg and openthread .. Rest of the header file
> were not there.. So i had to copy others from source directory 
>
>
> Anything i am missing?
>
>
> On Mon, Feb 4, 2013 at 5:02 AM, Ulrich Hertlein wrote:
>
>> On 3/02/13 22:51, om prakash Paliwal wrote:
>> > i executed "make VERBOSE=1" and getting a screenful list of texts
>> saying somthing has been
>> > depriciated and at the last is says
>> >
>> > make[2]: ***
>> [src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/FFmpegDecoder.o] Error 1
>> > make[2]: Leaving directory
>> `/home/heart-hacker/OpenSg/OpenSceneGraph-3.0.1'
>> > make[1]: *** [src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/all]
>> Error 2
>> > make[1]: Leaving directory
>> `/home/heart-hacker/OpenSg/OpenSceneGraph-3.0.1'
>> > make: *** [all] Error 2
>>
>> The above is apaprently from the OSG build directory and any build error
>> there may or may
>> not be relevant but since that's not the error you're trying to solve
>> I'll ignore it.
>>
>> What I meant was to compile *YOUR* program with 'make VERBOSE=1' and
>> check what '-I' flags
>> it sets to find the OpenSceneGraph headers.
>>
>> You should find the compiler command line for the file that's failing to
>> compile and it
>> will contain various '-I ' lines, one of which should point to
>> the directory
>> where you have OSG installed.
>>
>> Cheers,
>> /ulrich
>>
>> PS: Please respond to the mailing list thread rather than a private mail.
>>
>
>
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Re: [osg-users] getting errors in creating First OSG program

2013-02-04 Thread Ulrich Hertlein
On 5/02/13 14:29, om prakash Paliwal wrote:
> /usr/bin/c++
> */-I/home/heart-hacker/OpenSg/build_OpenSceneGraph/include/OpenThreads
> -I/home/heart-hacker/OpenSg/build_OpenSceneGraph/include/osg
> -I/home/heart-hacker/OpenSg/build_OpenSceneGraph/include/*-o
> CMakeFiles/MyProject.dir/main.cpp.o -c 
> /home/heart-hacker/OpenSg/project/main.cpp
> /home/heart-hacker/OpenSg/project/main.cpp:2:20: fatal error: osg/Node: 
> No such file
> or directory
> compilation terminated.
> make[2]: *** [CMakeFiles/MyProject.dir/main.cpp.o] Error 1
> make[2]: Leaving directory `/home/heart-hacker/OpenSg/project'
> make[1]: *** [CMakeFiles/MyProject.dir/all] Error 2
> make[1]: Leaving directory `/home/heart-hacker/OpenSg/project'
> make: *** [all] Error 2
> 
> And i have highligted the -i flag. it would be easier to see . One 
> thing i want to
> mention , when i browse through my include file earlier i only had two 
> folders namely
> osg and openthread .. Rest of the header file were not there.. So i had 
> to copy others
> from source directory  
> 
> Anything i am missing?

The directory you've set in OSG_DIR is the build directory, which only contains 
the
binaries and generated files.  The header files are never supposed to be there.

If you do a 'make install' you'll get the libraries *and* the header files 
installed into
a common location, such as /usr/local.

Cheers,
/ulrich
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Re: [osg-users] getting errors in creating First OSG program

2013-02-04 Thread om prakash Paliwal
thanks again for the help and assistance ... i am very delighted to be with
u all



On Tue, Feb 5, 2013 at 10:40 AM, Ulrich Hertlein wrote:

> On 5/02/13 14:29, om prakash Paliwal wrote:
> > /usr/bin/c++
>  */-I/home/heart-hacker/OpenSg/build_OpenSceneGraph/include/OpenThreads
> > -I/home/heart-hacker/OpenSg/build_OpenSceneGraph/include/osg
> > -I/home/heart-hacker/OpenSg/build_OpenSceneGraph/include/*-o
> > CMakeFiles/MyProject.dir/main.cpp.o -c
> /home/heart-hacker/OpenSg/project/main.cpp
> > /home/heart-hacker/OpenSg/project/main.cpp:2:20: fatal error:
> osg/Node: No such file
> > or directory
> > compilation terminated.
> > make[2]: *** [CMakeFiles/MyProject.dir/main.cpp.o] Error 1
> > make[2]: Leaving directory `/home/heart-hacker/OpenSg/project'
> > make[1]: *** [CMakeFiles/MyProject.dir/all] Error 2
> > make[1]: Leaving directory `/home/heart-hacker/OpenSg/project'
> > make: *** [all] Error 2
> >
> > And i have highligted the -i flag. it would be easier to see .
> One thing i want to
> > mention , when i browse through my include file earlier i only had
> two folders namely
> > osg and openthread .. Rest of the header file were not there.. So i
> had to copy others
> > from source directory 
> >
> > Anything i am missing?
>
> The directory you've set in OSG_DIR is the build directory, which only
> contains the
> binaries and generated files.  The header files are never supposed to be
> there.
>
> If you do a 'make install' you'll get the libraries *and* the header files
> installed into
> a common location, such as /usr/local.
>
> Cheers,
> /ulrich
>
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