Re: [osg-users] New primitive restart mode "leaking" into other nodes

2014-04-23 Thread Aurelien Albert

> 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

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Re: [osg-users] New primitive restart mode "leaking" into other nodes

2014-04-23 Thread Aurelien Albert
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not outdated, it's whats new in 3.2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

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Re: [osg-users] How to use Font^ as a variable in a C++ program ?

2014-04-23 Thread Norbert Eke
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

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Re: [osg-users] How to use Font^ as a variable in a C++ program ?

2014-04-23 Thread Norbert Eke

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.

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[osg-users] Transform Feedback

2014-04-23 Thread Paul Pocock
Hi,  Has Transform feedback been integrated into OSG? Are there any 
examples around that anyone knows about?

Thanks and Regards
Paul
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Re: [osg-users] New primitive restart mode "leaking" into other nodes

2014-04-23 Thread Maximilian Wurm
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

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Re: [osg-users] New scheme for configuring the OSG for building against different versions of the OpenGL/OpenGL ES

2014-04-23 Thread Robert Osfield
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.
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Re: [osg-users] New primitive restart mode "leaking" into other nodes

2014-04-23 Thread Aurelien Albert
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

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Re: [osg-users] New scheme for configuring the OSG for building against different versions of the OpenGL/OpenGL ES

2014-04-23 Thread Paul Martz
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.
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Re: [osg-users] A bug in multi-threaded osgTerrain (with proposed fix) plus assorted questions

2014-04-23 Thread Robert Osfield
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
>
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>
>
>
>
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Re: [osg-users] A bug in multi-threaded osgTerrain (with proposed fix) plus assorted questions

2014-04-23 Thread Sylvain Comtois
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

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Re: [osg-users] New scheme for configuring the OSG for building against different versions of the OpenGL/OpenGL ES

2014-04-23 Thread Robert Osfield
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.
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Re: [osg-users] New scheme for configuring the OSG for building against different versions of the OpenGL/OpenGL ES

2014-04-23 Thread Alberto Luaces
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.

-- 
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Re: [osg-users] New primitive restart mode "leaking" into other nodes

2014-04-23 Thread Maximilian Wurm
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

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Re: [osg-users] Best way balance tree??

2014-04-23 Thread Trajce Nikolov NICK
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.
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Re: [osg-users] Is it possible to render in one RTT two cameras?

2014-04-23 Thread Anton
Thanks!

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Re: [osg-users] Best way balance tree??

2014-04-23 Thread Robert Osfield
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.
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Re: [osg-users] Best way balance tree??

2014-04-23 Thread Jaime
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.

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[osg-users] New scheme for configuring the OSG for building against different versions of the OpenGL/OpenGL ES

2014-04-23 Thread Robert Osfield
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.
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Re: [osg-users] Best way balance tree??

2014-04-23 Thread Sebastian Messerschmidt

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!

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[osg-users] Best way balance tree??

2014-04-23 Thread Jaime
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!

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Re: [osg-users] How to use Font^ as a variable in a C++ program ?

2014-04-23 Thread Jaime
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.

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Re: [osg-users] [osgPlugins] loading .obj file from c++

2014-04-23 Thread Sebastian Messerschmidt

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

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=59105#59105




Attachments:
http://forum.openscenegraph.org//files/debby_182.zip


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Re: [osg-users] [build] Problems with compiling osg3.2 with qt5.2.1 and Cmake2.8.12

2014-04-23 Thread Tianlan Shao
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
>
>
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>
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