[osg-users] Issues with rendering two views of the same scene
Hi, I'm setting up a stereo-camera system with OSG 3.0.1, by splitting the screen horizontally with CompositeViewer and each view is rendered by two RTT onto HUD cameras/textures. When I run the program as normal, only the right view was rendered properly, the left view does not render the corresponding geometry in its view. A stats-handler is attached to the views. When I press 'S' three times, the information about GPU, Cameras and Views are displayed, then the left view is rendered properly. The system worked when a third camera was involved and using a single viewer. But I want to decrease number of cameras which render the geometry to improve the performance. Does anyone has experience with this kind of issue? I'm limited to OSG 3.0.1. Kind regards Patrik ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is it possible to render in one RTT two cameras?
Hi Anton For example: I have the first camera - this is the main scene and the second camera - screenspace 2d otho menu. Can I render them consistently in one RTT (for future postprocessing)? Your terminology is a bit confusing. RTT means render-to-texture. So what you want is to render to one texture using RTT. To answer your question: Yes. This is how RTT is used in most of the cases; Binding a texture to a camera with FBO/Pixelbuffer via RTT and modifying it. The resulting texture then can be bound to the next camera etc. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59084#59084 ___ 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] [osgPlugins] loading .obj file from c++
Hi, Sorry for this probably naive question, but I just started working with OSG. I've set up a VC++ project and I'm trying to load an obj file. I get an Unhandeled exception std::bad_alloc at memory location error. I tried to open the obj file using osgviewer and it works fine. The exception happens in the ReadFile file, at this statement: Code: return readNodeFile(filename,Registry::instance()->getOptions()); This is my basic code in c++: Code: #include #include using namespace osg; int main(){ ref_ptr node = osgDB::readNodeFile("C:/Users/Sam/Debby.obj"); return 0; } I'm thinking this might have to do with the plugins not activated or linked somehow? I'm attaching the obj file if anyone wants to test it. I also tried to run any other .osg files that come with the distribution, but with the same error. Thanks a lot for any pointers, and apologies in advance if this is too basic, but I tried to look for solutions with no luck. ... Thank you! Cheers, Sam -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59086#59086 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] loading .obj file from c++
Hi Sam, Hi, Sorry for this probably naive question, but I just started working with OSG. I've set up a VC++ project and I'm trying to load an obj file. I get an Unhandeled exception std::bad_alloc at memory location error. I tried to open the obj file using osgviewer and it works fine. What is the size of the file? And what version of OSG an which platform are you running on (32/64bit)? Did you build OSG, or is it a binary package`? If you can provide the file we could check if it is related to the file or your setup. cheers Sebastian The exception happens in the ReadFile file, at this statement: Code: return readNodeFile(filename,Registry::instance()->getOptions()); This is my basic code in c++: Code: #include #include using namespace osg; int main(){ ref_ptr node = osgDB::readNodeFile("C:/Users/Sam/Debby.obj"); return 0; } I'm thinking this might have to do with the plugins not activated or linked somehow? I'm attaching the obj file if anyone wants to test it. I also tried to run any other .osg files that come with the distribution, but with the same error. Thanks a lot for any pointers, and apologies in advance if this is too basic, but I tried to look for solutions with no luck. ... Thank you! Cheers, Sam -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59086#59086 ___ 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] [osgPlugins] loading .obj file from c++
Hi Sam, could you please set the environment varible OSG_NOTIFY_LEVEL to DEBUG, and try again? The log messages will shed some light on the plugin-searching process. best regards, Tianlan Shao On Tue, Apr 22, 2014 at 5:41 AM, Sam Mania wrote: > Hi, > > Sorry for this probably naive question, but I just started working with > OSG. I've set up a VC++ project and I'm trying to load an obj file. I get > an Unhandeled exception std::bad_alloc at memory location error. I tried to > open the obj file using osgviewer and it works fine. > > The exception happens in the ReadFile file, at this statement: > > Code: > return readNodeFile(filename,Registry::instance()->getOptions()); > > > > This is my basic code in c++: > > > Code: > > #include > #include > using namespace osg; > int main(){ > > ref_ptr node = osgDB::readNodeFile("C:/Users/Sam/Debby.obj"); > return 0; > } > > > > I'm thinking this might have to do with the plugins not activated or > linked somehow? I'm attaching the obj file if anyone wants to test it. > > I also tried to run any other .osg files that come with the distribution, > but with the same error. > > Thanks a lot for any pointers, and apologies in advance if this is too > basic, but I tried to look for solutions with no luck. > ... > > Thank you! > > Cheers, > Sam > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=59086#59086 > > > > > > ___ > 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] [osgPlugins] loading .obj file from c++
Hi Sam, I don't use Windows but have witnessed lots of users report trapped by build/runtume link problems under Windows due to the crappy way that Windows/Visual Studio manages linking of libraries at runtime. You can't mix libraries that are built with different memory allocators such as debug/release. I would recommend making sure you don't have different build types on the same machine that you can accidentally link to at runtime, make sure that everything is built in a consistent way. The other solution is just move to an operating system and build tools that don't make developing C++ application so unnecessarily hard. Robert. On 22 April 2014 04:41, Sam Mania wrote: > Hi, > > Sorry for this probably naive question, but I just started working with OSG. > I've set up a VC++ project and I'm trying to load an obj file. I get an > Unhandeled exception std::bad_alloc at memory location error. I tried to open > the obj file using osgviewer and it works fine. > > The exception happens in the ReadFile file, at this statement: > > Code: > return readNodeFile(filename,Registry::instance()->getOptions()); > > > > This is my basic code in c++: > > > Code: > > #include > #include > using namespace osg; > int main(){ > > ref_ptr node = osgDB::readNodeFile("C:/Users/Sam/Debby.obj"); > return 0; > } > > > > I'm thinking this might have to do with the plugins not activated or linked > somehow? I'm attaching the obj file if anyone wants to test it. > > I also tried to run any other .osg files that come with the distribution, but > with the same error. > > Thanks a lot for any pointers, and apologies in advance if this is too basic, > but I tried to look for solutions with no luck. > ... > > Thank you! > > Cheers, > Sam > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=59086#59086 > > > > > > ___ > 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] Issues with rendering two views of the same scene
HI Partrick, There are just too many unkowns about what you are doing and what system you are using to know what might be going wrong. What hardware are you using? What OS? Have you tried other systems and other OpenGL drivers? Did you build the OSG yourself? Have you tried OSG-3.2? In principle rendering two views of a single system should work fine, and combining slave cameras in the mix should also work fine - examples of the OSG do combinations of this, and I've done lots of work with RTT techniques. Robert. On 22 April 2014 08:22, Patrik Andersson wrote: > Hi, > > I'm setting up a stereo-camera system with OSG 3.0.1, by splitting the > screen horizontally with CompositeViewer and each view is rendered by two > RTT onto HUD cameras/textures. > > When I run the program as normal, only the right view was rendered properly, > the left view does not render the corresponding geometry in its view. > > A stats-handler is attached to the views. When I press 'S' three times, the > information about GPU, Cameras and Views are displayed, then the left view > is rendered properly. > > The system worked when a third camera was involved and using a single > viewer. But I want to decrease number of cameras which render the geometry > to improve the performance. > > Does anyone has experience with this kind of issue? I'm limited to OSG > 3.0.1. > > Kind regards > Patrik > > ___ > 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] Issues with rendering two views of the same scene
Hi Robert, Short answers of the few unknowns: I'm using Windows 7 Enterprise with NVidia Quadro 4000 (Driver version 320.57), I built OSG by myself, and I'm limited to OSG-3.0.1. What more information do you need to help me out? Kind regards Patrik On Tue, Apr 22, 2014 at 10:15 AM, Robert Osfield wrote: > HI Partrick, > > There are just too many unkowns about what you are doing and what > system you are using to know what might be going wrong. What hardware > are you using? What OS? Have you tried other systems and other OpenGL > drivers? Did you build the OSG yourself? Have you tried OSG-3.2? > > In principle rendering two views of a single system should work fine, > and combining slave cameras in the mix should also work fine - > examples of the OSG do combinations of this, and I've done lots of > work with RTT techniques. > > Robert. > > On 22 April 2014 08:22, Patrik Andersson > wrote: > > Hi, > > > > I'm setting up a stereo-camera system with OSG 3.0.1, by splitting the > > screen horizontally with CompositeViewer and each view is rendered by two > > RTT onto HUD cameras/textures. > > > > When I run the program as normal, only the right view was rendered > properly, > > the left view does not render the corresponding geometry in its view. > > > > A stats-handler is attached to the views. When I press 'S' three times, > the > > information about GPU, Cameras and Views are displayed, then the left > view > > is rendered properly. > > > > The system worked when a third camera was involved and using a single > > viewer. But I want to decrease number of cameras which render the > geometry > > to improve the performance. > > > > Does anyone has experience with this kind of issue? I'm limited to OSG > > 3.0.1. > > > > Kind regards > > Patrik > > > > ___ > > 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] Issues with rendering two views of the same scene
On 22 April 2014 09:32, Patrik Andersson wrote: > Hi Robert, > > Short answers of the few unknowns: I'm using Windows 7 Enterprise with > NVidia Quadro 4000 (Driver version 320.57), I built OSG by myself, and I'm > limited to OSG-3.0.1. > What more information do you need to help me out? Have you tried other systems? Other versions of the OSG? Do the OSG examples work OK? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Issues with rendering two views of the same scene
No, I'm not able to test on any other system and any other versions of OSG. The examples are working properly. On Tue, Apr 22, 2014 at 10:38 AM, Robert Osfield wrote: > On 22 April 2014 09:32, Patrik Andersson > wrote: > > Hi Robert, > > > > Short answers of the few unknowns: I'm using Windows 7 Enterprise with > > NVidia Quadro 4000 (Driver version 320.57), I built OSG by myself, and > I'm > > limited to OSG-3.0.1. > > What more information do you need to help me out? > > Have you tried other systems? Other versions of the OSG? > > Do the OSG examples work OK? > ___ > 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] Issues with rendering two views of the same scene
On 22 April 2014 09:44, Patrik Andersson wrote: > No, I'm not able to test on any other system and any other versions of OSG. > The examples are working properly. Testing out other systems and other versions of the OSG will provide a bit more scope to the possible nature of the problem. With some many unkowns there really isn't much others like myself can help with, doing these others tests helps eradicate some of the possibilities from the investigation. At this point there really isn't much else I can do or say, you are the one with the hardware and software that is showing the problems, you are the one with direct ability to test out different combinations. You should have access to the full source code of the OSG as well as your own application. I'm afraid the ball is your court. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Issues with rendering two views of the same scene
I see my limitations make it impossible to evaluate if it is hardware/built related. But I have figured something out something, how should I set the StateSet for the scene-data. I removed the current added stateset and now the scene isn't rendered in any of the views. How should the StateSet be set between the different views? On Tue, Apr 22, 2014 at 10:58 AM, Robert Osfield wrote: > On 22 April 2014 09:44, Patrik Andersson > wrote: > > No, I'm not able to test on any other system and any other versions of > OSG. > > The examples are working properly. > > Testing out other systems and other versions of the OSG will provide a > bit more scope to the possible nature of the problem. With some many > unkowns there really isn't much others like myself can help with, > doing these others tests helps eradicate some of the possibilities > from the investigation. > > At this point there really isn't much else I can do or say, you are > the one with the hardware and software that is showing the problems, > you are the one with direct ability to test out different > combinations. You should have access to the full source code of the > OSG as well as your own application. I'm afraid the ball is your > court. > > 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] A bug in multi-threaded osgTerrain (with proposed fix) plus assorted questions
Hi, I have a similar problem when i create an OSGTerrain node in a multithread configuration. The crash occur in the init function of the GeometryTechnique class. Note i use OSG 3.2. To solve this problem, i made a small modification to OSG itself. I replace the line if (!_currentBufferData || !assumeMultiThreaded) by if (!_currentBufferData && !assumeMultiThreaded) in the GeometryTechnique::init function. I also replace the line init(getDirtyMask(), false); by init(getDirtyMask(), true); in the TerrainTile::traverse function. With this modification, the currentBuffer is create in the Update traversal (one thread) instead of the cull/draw traversal (multi-thread). Maybe it's better to wait for OSG team approval before you made this modification. Cheers, Sylvain -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59098#59098 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] setLightingMode crash in multithread mode
Hi Robert, I use two way to modify my scene graph. The first one is using the UpdateCallback each time it is possible. The second one is when we are outside the ViewerBase::frame() function. Our application have a lot of threads and i use a mutex to be sure the OSG tree is never access in the same time by two or more threads. The code like this: mRenderingTreeMutex.lock mViewer->frame() mRenderingTreeMutex.Unlock And each time i touch the OSG tree, i use the same mutex. mRenderingTreeMutex.lock Modifiying OSG tree mRenderingTreeMutex.Unlock So in my case i call the Viewer::setLightingMode between my mRenderingTreeMutex and the function modify the internal variable _lightingMode. According to the debugger, this variable is process during the cull_draw that is made by all camera's thread in the same time. So, during one thread call the _globalStateSet->removeMode(GL_LIGHTING) function, another one use the _globalStateSet variable and this variable is the same for all threads that cause the crash. Everything append in the void SceneView::setLightingMode(LightingMode mode) function. To temporary solve my problem, i add a mutex to protect the access to the _globalStateSet variable. Maybe this variable can be process in the update instead of the cull/draw? Thank you! Cheers, Sylvain -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59099#59099 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] setLightingMode crash in multithread mode
Hi Sylvain, n 22 April 2014 14:30, Sylvain Comtois wrote: > Hi Robert, > >I use two way to modify my scene graph. > >The first one is using the UpdateCallback each time it is possible. >The second one is when we are outside the ViewerBase::frame() function. >Our application have a lot of threads and i use a mutex to be sure the OSG > tree is never access in the same time by two or more threads. > > The code like this: > >mRenderingTreeMutex.lock >mViewer->frame() >mRenderingTreeMutex.Unlock > >And each time i touch the OSG tree, i use the same mutex. > >mRenderingTreeMutex.lock >Modifiying OSG tree >mRenderingTreeMutex.Unlock > >So in my case i call the Viewer::setLightingMode between my > mRenderingTreeMutex and the function modify the internal variable > _lightingMode. According to the debugger, this variable is process during the > cull_draw that is made by all camera's thread in the same time. > >So, during one thread call the _globalStateSet->removeMode(GL_LIGHTING) > function, another one use the _globalStateSet variable and this variable is > the same for all threads that cause the crash. > >Everything append in the void SceneView::setLightingMode(LightingMode > mode) function. > >To temporary solve my problem, i add a mutex to protect the access to the > _globalStateSet variable. > >Maybe this variable can be process in the update instead of the cull/draw? Thanks for the update. Looking through where SceneView::setLightingMode() gets called the one that looks suspicious is the SceneView::inheritCullSettings. The inheritCullSettings is meant to update the SceneView's local data to reflect settings that are inherited from above. What it shouldn't be doing is modifying external data - which in this case is the _globalStateSet as this is the data structured that is shared between the different viewer Cameras that are being threaded. SceneView's design is a bit of hang up of it's role in the early days of the OSG development, before the days of multi-threading. The particular bug you've uncovered is likely something that others users haven't come across simply because most users of multi-theaded OSG apps don't need to go change LightingMode like yours does. I haven't yet worked out the best solution, but my current inclination is to move the OpenGL lighting configuration in response to the View(er)::setLightingMode() to be moved out of SceneView and into View::setLightingMode(), the SceneView::inheritCullSettings would then ignore the local LightingMode settings. Or for use to move the setting of the Light/GLMode modes in SceneView from working on the global stateset to one of the local StateSet's that SceneView manages. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] A bug in multi-threaded osgTerrain (with proposed fix) plus assorted questions
Hi, Humm, forget my solution. She's not working. Thank you! Cheers, Sylvain -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59102#59102 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Pop Buffers with OpenSceneGraph
Hi, > 5. Because the technique depends on the usage of a vertex shader I would add > two static methods one returns a basic osg::Program with phong shading and > another one only returns the shader code with the necessary uniforms and a > vertex quantization function that should be used in the shader. Maybe there's an interesting idea in osgEarth : the use pseudo-loaders to create library-specific objects. It's possible to write a plugin which create shaders in the following way, by mapping "popgeometry" file extension to a pseudo-loader. The file name let you know the shader type : Code: osg::Shader* vertexShader = osgDB:readShaderFile("vertexShader.popgeometry") osg::Shader* fragmentShader = osgDB:readShaderFile("fragmentShader.popgeometry") You can create osg::Node, osg::Shader or any osg::Object subclass with a plugin, and even add parameters, in the filename or in the "options" parameters : Code: osg::Shader* vertexShader = osgDB:readShaderFile("vertexShader.lod1.popgeometry") osg::Shader* vertexShader = osgDB:readShaderFile("vertexShader.lod2.popgeometry") osg::Shader* vertexShader = osgDB:readShaderFile("vertexShader.lod3.popgeometry") osg::Shader* fragmentShader = osgDB:readShaderFile("fragmentShader.phong.popgeometry", options) osg::Shader* fragmentShader = osgDB:readShaderFile("fragmentShader.flat.popgeometry", options) osg::Shader* fragmentShader = osgDB:readShaderFile("fragmentShader.debug.popgeometry", options) Have a look here, there is a list of all "factory" methods available to plugins : http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01311.html#a78e08a10faa6c81a5c255d14f7c30cd7 And the base class for the plugins : http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00658.html To write a new plugin, an easy way is copy/paste the "ReaderWriterOBJ.cpp" file from the "obj" plugin, in "ReaderWriterPopGeometry.cpp" and replace all the code/parameters related to "obj" file format by code to handle "PopGeometry" objects creation (not from actually files, but using "options" parameters and your algorithms) Aurelien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59104#59104 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] loading .obj file from c++
Thanks all. @Sebastian: I'm using Windows 7, 32bit, Visual Studio 2012. I'm using the binaries, this is the version: OpenSceneGraph-3.0.1-VS10.0.30319-x86-release-12741 The file size is 875KB. Attached is the obj file (with its mtl file) I only have one version of OSG on the machine. @Tialano: I did that now. But I don't get any additional information when running the code. This is the output on the console before the exception is thrown. Code: First-chance exception at 0x74CC0F22 in OSG.exe: Microsoft C++ exception: std::bad_alloc at memory location 0x004AF9E4. First-chance exception at 0x74CC0F22 in OSG.exe: Microsoft C++ exception: std::bad_alloc at memory location 0x004AF1A0. First-chance exception at 0x74CC0F22 in OSG.exe: Microsoft C++ exception: [rethrow] at memory location 0x. Unhandled exception at at 0x74CC0F22 in OSG.exe: Microsoft C++ exception: std::bad_alloc at memory location 0x004AF1A0. OSG.exe has triggered a breakpoint. First-chance exception at 0x522A5BF4 (osg80-osgDB.dll) in OSG.exe: 0xC005: Access violation writing location 0x7453C7EC. Unhandled exception at 0x522A5BF4 (osg80-osgDB.dll) in OSG.exe: 0xC005: Access violation writing location 0x7453C7EC. ... Thank you! Cheers, Sam -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59105#59105 Attachments: http://forum.openscenegraph.org//files/debby_182.zip ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] osg and Qt5 and debian wheezy
Hi Robert, Thanks for your answer, and your informations regarding the topic. It helped a lot. robertosfield wrote: > ... > If you application is using the osgQt library and this lib is linked > to Qt4 then mixing the viability of mixing Qt5 libs in your > application will be down to Qt4/5 compatibility, something I can't > answer as I'm no Qt expert but I guess it's reasonable to assume that > this could cause problems... It actually uses osgQt which uses Qt4 Code: $ ldd IfcPlusPlusViewer | grep libosgQt libosgQt.so.99 => /usr/lib/libosgQt.so.99 (0x7f5960fab000) $ ldd /usr/lib/libosgQt.so.99 | grep Qt libQtCore.so.4 => /usr/lib/x86_64-linux-gnu/libQtCore.so.4 (0x7f7223e6e000) libQtGui.so.4 => /usr/lib/x86_64-linux-gnu/libQtGui.so.4 (0x7f72231c4000) libQtOpenGL.so.4 => /usr/lib/x86_64-linux-gnu/libQtOpenGL.so.4 (0x7f7222ec6000) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59103#59103 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Problems with compiling osg3.2 with qt5.2.1 and Cmake2.8.12
Hi, I was about to compiling osg3.2 with qt5.2.1(windows 32bit, vs 2010, opengl). When try to configure it with Cmake(GUI)2.8.12.2, there shows some warning: / CMake Warning at C:/Program Files (x86)/CMake 2.8/share/cmake-2.8/Modules/FindQt4.cmake:659 (message): C:/Qt/Qt5.2.1/5.2.1/msvc2010_opengl/bin/qmake.exe reported QT_INSTALL_LIBS as "C:/Qt/Qt5.2.1/5.2.1/msvc2010_opengl/lib" but QtCore could not be found there. Qt is NOT installed correctly for the target build environment. Call Stack (most recent call first): CMakeLists.txt:585 (FIND_PACKAGE) / After searched on the Internet, I tried as the following: (1) add a Cache Entry DESIRED_QT_VERSION and set its value to 5(STRING); (2)set the CMAKE_PREFIX_PATH to C:\Qt\Qt5.2.1\5.2.1\msvc2010_opengl; then I configured again and there're some errors: / CMake Error at C:/Qt/Qt5.2.1/5.2.1/msvc2010_opengl/lib/cmake/Qt5Gui/Qt5GuiConfigExtras.cmake:16 (message): Failed to find "glu32" in "" with CMAKE_CXX_LIBRARY_ARCHITECTURE "". Call Stack (most recent call first): C:/Qt/Qt5.2.1/5.2.1/msvc2010_opengl/lib/cmake/Qt5Gui/Qt5GuiConfigExtras.cmake:52 (_qt5gui_find_extra_libs) C:/Qt/Qt5.2.1/5.2.1/msvc2010_opengl/lib/cmake/Qt5Gui/Qt5GuiConfig.cmake:152 (include) C:/Qt/Qt5.2.1/5.2.1/msvc2010_opengl/lib/cmake/Qt5Widgets/Qt5WidgetsConfig.cmake:94 (find_package) CMakeLists.txt:560 (FIND_PACKAGE) ... is there anyone could help me? The attched file is my CmakeCahe.txt. Thank you! Cheers, Liu -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59046#59046 Attachments: http://forum.openscenegraph.org//files/cmakecache_174.txt ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to use Font^ as a variable in a C++ program ?
Hi, I would have a quick question : What do I have to include into a visual C++/CLR project to be able to use Font^ ? I have tried to create a ref class, something like this : Code: [SerializableAttribute] [ComVisibleAttribute(true)] [TypeConverterAttribute(typeof(FontConverter))] public ref class Font sealed : public MarshalByRefObject, ICloneable, ISerializable, IDisposable I tried to use a namespace for the `Font^`, something like this : Code: using namespace System; using namespace System::IO; using namespace System::Drawing; using namespace System::Drawing::Printing; using namespace System::Windows::Forms; OR I tried to use a dll. file in order to be able to use a Font^ as a variable (specifically Code: #using But none seemed to work out ... So what I would need is to use `Font^` as a variable, something like this : Code: Font^ printFont = new System.Drawing.Font("Arial", 10); SolidBrush myBrush = new SolidBrush(Color.Black); Could anyone suggest a way to allow Font^ to be used, because in my error list it says that Font^ printFont is unidentified. P.S. Sorry for not pro coding, I am a beginner in c++ ,I did not take any University or College level of courses, I just self-teach myself from tutorials and internet. Thank you! Cheers, Norbert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59106#59106 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to use Font^ as a variable in a C++ program ?
Hi Norbert, I'm missing the OpenSceneGraph context in your question. Could you please give us the context, or use a more appropriate forum (stackexchange maybe?) cheers Sebastian Hi, I would have a quick question : What do I have to include into a visual C++/CLR project to be able to use Font^ ? I have tried to create a ref class, something like this : Code: [SerializableAttribute] [ComVisibleAttribute(true)] [TypeConverterAttribute(typeof(FontConverter))] public ref class Font sealed : public MarshalByRefObject, ICloneable, ISerializable, IDisposable I tried to use a namespace for the `Font^`, something like this : Code: using namespace System; using namespace System::IO; using namespace System::Drawing; using namespace System::Drawing::Printing; using namespace System::Windows::Forms; OR I tried to use a dll. file in order to be able to use a Font^ as a variable (specifically Code: #using But none seemed to work out ... So what I would need is to use `Font^` as a variable, something like this : Code: Font^ printFont = new System.Drawing.Font("Arial", 10); SolidBrush myBrush = new SolidBrush(Color.Black); Could anyone suggest a way to allow Font^ to be used, because in my error list it says that Font^ printFont is unidentified. P.S. Sorry for not pro coding, I am a beginner in c++ ,I did not take any University or College level of courses, I just self-teach myself from tutorials and internet. Thank you! Cheers, Norbert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59106#59106 ___ 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