Re: [osg-users] New primitive restart mode "leaking" into other nodes
> Instead of calling many "singleDraws" or a "multiDraw with all its offsets > you have to remember" I think you're talking about draw-instanced feature here, which is completely different, but very efficient. Cheers, Aurelien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59137#59137 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New primitive restart mode "leaking" into other nodes
Hi, > But I am a little confused, why you judge the good old primitive restart > functionality Because triangle strips are no longer faster than triangles. Using triangles with an optimized idexing (see post-transform cache optimization) is very performant. I also use GPU computing CUDA / OpenCL) to generate mesh in real time, and since I've switched to triangle instead of triangle strip, the performances are better : the code is simpler so I can use my time to optimize the bottlenecks (which are not the vertex shader, the only step optimized by primitive restart) > Nevertheless I have to use PrimitiveRestart either way, because my primitives > are created interactivly by a OSG-Compute and otherwise I had to have > numerous buffers, one for each primitive. You can simply use indexed triangles, not triangles strips. So you don't need primitive restart, you just need a little more space for storing indexes, but this is no problem on modern hardware. > If I got it right, your plugin makes it possible to set a > PrimitiveRestartIndex. But how do I afterwards activate the mode for only > some Geodes. Your proposal with the camera ( > camera->getOrCreateStateSet()->setMode(GL_PRIMITIVE_RESTART, > osg::StateAtribute::OFF) ) would affect all nodes, wouldn't it? Use camera->getOrCreateStateSet()->setMode(GL_PRIMITIVE_RESTART, osg::StateAtribute::OFF) on camera to set a default "OFF" value. Then of course, use node->getOrCreateStateSet()->setMode(GL_PRIMITIVE_RESTART, osg::StateAtribute::ON) on all nodes where you want to activate it. > I already came across your post before. I did not concentrate on it, because > you wrote it, when OSG 3.2 was not out yet. And as the release notes of OSG > 3.2 mention PrimitiveRestart should be natively included now and I thought > your implementation is therefore deprecated!? This post was a contribution to add "PrimitiveRestart" functionnality. So it's not outdated, it's whats new in 3.2 Cheers, Aurelien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59136#59136 ___ 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 Sebastian, I am a new member of this forum, I just signed up yesterday. I put my question up right away, but the forum had to approve my membership and my question, so I guess that is why you could not see the context. Sorry about that, I think now it is visible. Could you take a look at it right now ? Thank you! Cheers, Norbert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59124#59124 ___ 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 ?
Xatpy wrote: > I think that what you should use is osgText::Text. > There, you can do ->setFont("font"). "font" is the name of the font that you > want to use. Hi Xatpy, could you give me a specific example how to use osgText::Text, because when I googled what do I have to include and I found these two : Code: #include #include When I put them into my compiler, it says, cannot open source file "osgText/Font" and "osgText/Text". Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59126#59126 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Transform Feedback
Hi, Has Transform feedback been integrated into OSG? Are there any examples around that anyone knows about? Thanks and Regards Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New primitive restart mode "leaking" into other nodes
Hi Aurelien, thanks for your reply. :) ___ But I am a little confused, why you judge the good old primitive restart functionality ;) : > ...the benefit is very little : on modern hardward, using primitive restart > does not really make faster performances, it's much more efficient to use > "indexed arrays" and optimize the index order > In facts, you are only able to use primitive restart, when you are already using indexed Arrays. And then it is only a simplification, to save lots of api calls. Instead of calling many "singleDraws" or a "multiDraw with all its offsets you have to remember", you can eg just use a singleDraw and with primitive restart render an unlimited amount of eg. TriangleStrips at once. And reducing API calls should always bring a small advantage in performance. ___ Nevertheless I have to use PrimitiveRestart either way, because my primitives are created interactivly by a OSG-Compute and otherwise I had to have numerous buffers, one for each primitive. I already came across your post before. I did not concentrate on it, because you wrote it, when OSG 3.2 was not out yet. And as the release notes of OSG 3.2 mention PrimitiveRestart should be natively included now and I thought your implementation is therefore deprecated!? You think, your solution is still uptodate? Because then I will invest the time and try to implement it! :) Until now, I have always avoided to extend the osg core itself. ___ In your post you say that I have to > define a "restart index" at the top of an object subgraph and then activate > the mode only on some Geode/Drawables. . If I got it right, your plugin makes it possible to set a PrimitiveRestartIndex. But how do I afterwards activate the mode for only some Geodes. Your proposal with the camera ( camera->getOrCreateStateSet()->setMode(GL_PRIMITIVE_RESTART, osg::StateAtribute::OFF) ) would affect all nodes, wouldn't it? I hope one can understand, what I want to say. Best regards and cheers, Maximilian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59131#59131 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New scheme for configuring the OSG for building against different versions of the OpenGL/OpenGL ES
On 23 April 2014 19:39, Paul Martz wrote: > I'm still seeing this issue with trunk r14158. Odd... I did at least attempt to add and checked it in... Something must have gone wrong when I did the check in and didn't spot the error. I have just do the check in again and did a trial check out and the files are now being pulled in. Could you do an update? Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New primitive restart mode "leaking" into other nodes
Hi, About the "leaking" problem : it is because the GL_PRIMITIVE_RESTART mode has no defaut value in OSG. So if you set anywhere in your scene graph, its value (ON or OFF) will not go back to a default "OFF" value (which is not set anywhere) It's probably possible to add this default "OFF" value in the OSG source code, but since GL_PRIMITIVE_RESTART is not available on all hardwares/profile, it's probably better to set it by yourself, for example, use this on your main camera : camera->getOrCreateStateSet()->setMode(GL_PRIMITIVE_RESTART, osg::StateAtribute::OFF) About using this feature : primitive restart is a "low-level" OpenGL feature, very difficult to integrate in a generic high-level framework like OSG. It can break ray-intersections code, introduce error in statistics, and a lot of other problems. To get a full integration, it needs a lot of work, and the benefit is very little : on modern hardward, using primitive restart does not really make faster performances, it's much more efficient to use "indexed arrays" and optimize the index order to use the GPU post-transform cache at its maximum. The osg::PrimitiveRestartIndex class is only a "helper" state attribute for defining the restart index, not for "use it as an integrated feature, ready out-of-the-box" If you really need to use primitive restart, you can read this : http://forum.openscenegraph.org/viewtopic.php?t=11817&highlight=gl_primitive_restart But trust me, I avoid primitive restart every time I can (in fact, I only use it if my client really wants this, a good mesh indexing with a GPU post-transform cache optimization algorithm is more efficient) About post-transform cache : https://www.opengl.org/wiki/Post_Transform_Cache And keep in mind the following : even with a very efficient use of the post-transform cache it will only speed up (a little...) the vertex stage of your shader. So if your vertex shader consume only 20% of the rendering time (80% dispatched between texture memory access, rasterization, fragment operations...) you better should use your developpement time to optimize your scene graph hierarchy, the number of switch between StateSet, manually optimize your models (reduce vertex count, reduce drawables count, use texture atlas...) etc... Cheers, Aurelien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59128#59128 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New scheme for configuring the OSG for building against different versions of the OpenGL/OpenGL ES
I'm still seeing this issue with trunk r14158. On Wed, Apr 23, 2014 at 9:34 AM, Robert Osfield wrote: > Hi Alberto, > > On 23 April 2014 16:18, Alberto Luaces wrote: > > It seems that OpenGL.in is uncommited: > > > > $ cmake . > > CMake Error: File /.../src/osg/OpenGL.in does not exist. > > Sorry about this, files now checked in. > > Robert. > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- -Paul ___ 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 Sylvain, Could you post the modified files to the osg-submissions list so I can review them along with a explanation of how I might reproduce the bug. Cheers, Robert. On 23 April 2014 18:52, Sylvain Comtois wrote: > Hi, > > I made some more test and to solve the problem i only have to be sure > that the assumeMultiThreaded parameter of the GeometryTechnique::init is set > to true. > >In OSG 3.2, i change 5 values. Two in the GeometryTechnique::traverse(), > two more in TerrainTechnique::traverse() and the last in > TerrainTile::traverse(). > > Cheers, > Sylvain > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=59125#59125 > > > > > > ___ > 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 made some more test and to solve the problem i only have to be sure that the assumeMultiThreaded parameter of the GeometryTechnique::init is set to true. In OSG 3.2, i change 5 values. Two in the GeometryTechnique::traverse(), two more in TerrainTechnique::traverse() and the last in TerrainTile::traverse(). Cheers, Sylvain -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59125#59125 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New scheme for configuring the OSG for building against different versions of the OpenGL/OpenGL ES
Hi Alberto, On 23 April 2014 16:18, Alberto Luaces wrote: > It seems that OpenGL.in is uncommited: > > $ cmake . > CMake Error: File /.../src/osg/OpenGL.in does not exist. Sorry about this, files now checked in. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New scheme for configuring the OSG for building against different versions of the OpenGL/OpenGL ES
Robert Osfield writes: > So please and let me know how you get on. It seems that OpenGL.in is uncommited: $ cmake . CMake Error: File /.../src/osg/OpenGL.in does not exist. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New primitive restart mode "leaking" into other nodes
Hi Andor, (I know that this thread is more than 3 months old.) I'd also like to work with the primitive restart functionality. Possibly I will run into the same error. But to check this, I have to enable the restart mode first and set a restart index. Like I claimed in my own thread, called "How to set up PrimitiveRestart-Mode?" (sorry can't yet post an url), a documentation of this feature is hard to find. But for you, the activation of the feature, seems to be nothing to speek of. Can you (or anyone else) maybe post your (his) implementation? Thank you! Cheers, Maximilian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59121#59121 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Best way balance tree??
Hi Jaime, my last project was a car simulator for Williams F1. And I want to give you few hints. In theory, quad tree spatial terrain database suits best, and this is output from known terrain tools from Presagis, TerraSim, TrianGraphics - they do this automatically for You. So this is the first answer. However, from my last project, and this is based on lots of experimenting with OSG and the latest graphics hardware, I found that a flat structure - nodes by nodes - can perform almost with double performance, if they are meshed - by meshing I mean here preparing the geometry into large meshes based on material, textures (state). On todays hardware you can have large terrain models (all into memory) like this, no paging. And for this you can use Presagis Creator or the modeler from Remo 3D - I assume you will use the standard format for this which sits in the sim industry for decades, like OpenFlight, which is good for modelling and you can further optimized it with OSG for rendering into formats like .ive, .osgb etc. If you have REALLY large terrain model then you can consider some formats that supports paging. So far I am familiar with TerraVista and Presagis TerraPage, which has it as quadtree and something called smart mesh - this is here and available for decade or so and I still think it is the best and the most lightweight LOD paging schema and supported by the native OSG PagedLOD. So I guess You should tell us more about your terrain model, how you build it or you plan to build it so we might have more hints for you Hope these helps Cheers, Nick On Wed, Apr 23, 2014 at 11:00 AM, Robert Osfield wrote: > HI Jamie, > > On 23 April 2014 09:58, Jaime wrote: > > What about 'pools'? We have been thinking about having a pool system to > manage trees (lamps, cars, etc.). We would render only the objects that are > near the player. > > The nodes of the scene graph are pretty lightweight, it's the geometry > and textures that are large so what you want to achieve is sharing of > the geometry and textures (and other state) but you generally don't > need to attempt to save internal nodes in the scene graph. This means > that when you build the scene graph build the internal nodes so it > provides well balanced culling - via both spatial and LOD culling and > share as much of the leaves and state as you can. If you have a > static scene then you probably won't need to worry about managing a > pool of geometry and state apart from for the purposes of building the > scene graph in the first place. > > If you are needing to page the database because it's far too big to > fit in memory then there may be value in managing a pool that is > shared. The osgDB library has a cache which you can use for this > purpose, or you could create a pseudo loader to managing the > instances. > > Robert. > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- trajce nikolov nick ___ 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?
Thanks! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59117#59117 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Best way balance tree??
HI Jamie, On 23 April 2014 09:58, Jaime wrote: > What about 'pools'? We have been thinking about having a pool system to > manage trees (lamps, cars, etc.). We would render only the objects that are > near the player. The nodes of the scene graph are pretty lightweight, it's the geometry and textures that are large so what you want to achieve is sharing of the geometry and textures (and other state) but you generally don't need to attempt to save internal nodes in the scene graph. This means that when you build the scene graph build the internal nodes so it provides well balanced culling - via both spatial and LOD culling and share as much of the leaves and state as you can. If you have a static scene then you probably won't need to worry about managing a pool of geometry and state apart from for the purposes of building the scene graph in the first place. If you are needing to page the database because it's far too big to fit in memory then there may be value in managing a pool that is shared. The osgDB library has a cache which you can use for this purpose, or you could create a pseudo loader to managing the instances. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Best way balance tree??
Thanks Sebastian. What about 'pools'? We have been thinking about having a pool system to manage trees (lamps, cars, etc.). We would render only the objects that are near the player. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59116#59116 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] New scheme for configuring the OSG for building against different versions of the OpenGL/OpenGL ES
Hi All, To address some of issues associated with building the OSG with different OpenGL versions/profiles I've introduced into svn/trunk a new CMake based scheme where you just need to set a single Cmake variable at configure time specifying the target and then have our CMake scripts configure all the various OSG/GL features appropriate for each profile. I am no CMake guru, just a user so there are likely ways to improve what changes I've made (mainly to OpenSceneGraph/CMakeLists.txt), so I'm open to suggestions for improvements. As I only have access to Linux as a dev machine so have had to make a best guess as what will work on other platforms (OSX/iOS in particular have alternate headers for standard OpenGL headers), this means I'll need testing across all the various platforms/OpenGL targets to know how close I have got to getting something fully working. So please and let me know how you get on. Robert. -- From the svn commit message: Introduced new scheme for setting up which version of OpenGL/OpenGL ES the OSG is compiled for. To select standard OpenGL 1/2 build with full backwards and forwards compatibility use: ./configure make OR ./configure -DOPENGL_PROFILE=GL2 To select OpenGL 3 core profile build using GL3/gl3.h header: ./configure -DOPENGL_PROFILE=GL3 To select OpenGL Arb core profile build using GL/glcorearb.h header: ./configure -DOPENGL_PROFILE=GLCORE To select OpenGL ES 1.1 profile use: ./configure -DOPENGL_PROFILE=GLES1 To select OpenGL ES 2 profile use: ./configure -DOPENGL_PROFILE=GLES2 Using OPENGL_PROFILE will select all the appropriate features required so no other settings in cmake will need to be adjusted. The new configuration options are stored in the include/osg/OpenGL header that deprecates the old include/osg/GL header. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Best way balance tree??
osgTerrain and virtual planet builder could be used here. Appart from this, use tiles of predictable size and use a quad-tree structure of PagedLODs to organize them. The question is what your source data is ;-) cheers Sebastian Hi, I am developing a car simulator, and our scene is very big (100 km. aprox). What do you think is the best way to balance the osg tree?? LOD?? Thanks! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59113#59113 ___ 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] Best way balance tree??
Hi, I am developing a car simulator, and our scene is very big (100 km. aprox). What do you think is the best way to balance the osg tree?? LOD?? Thanks! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59113#59113 ___ 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 ?
I think that what you should use is osgText::Text. There, you can do ->setFont("font"). "font" is the name of the font that you want to use. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59112#59112 ___ 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, The model loads fine on osg-3.3.1 and osg-3.2.0, both 64bit compiled with VS2010. There are missing textures, did you try to load your model without textures? Did you try to use the pre-built osgviewer to load the model? Also what is a bit strange: You have a VS2010 release and your VS version is 2012, so this probably might be a problem. As Robert pointed out (yet I would not be that drastic about Windows) Microsoft is doing an awful job when it comes to compatibility between different VS version or even debug/release mixing due to their policy with iterator debugging etc. I'd really suggest to build OSG on your own, or use a prebuilt package for your compiler version. Also check if you are linking against the OSG debug libraries when doing a debug build (for release vice versa). cheers Sebastian 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 ___ 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 Peifu, It seems to me that what you encountered is more like a Qt problem than an OSG one. Qt was not able to find glu32. I guess a walkaround is to set CMAKE_LIBRARY_PATH to the path where glu32.lib is. Just search glu32 on your file system and may have to try a few times, since on Windows the path it can differ dramatically. Good luck. Best, Tianlan Shao On Fri, Apr 18, 2014 at 9:15 AM, Liu PeiFu wrote: > 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org