Re: [osg-users] OpenSceneGraph 3.2.1 release candidate 6 tagged
Hi Robert, The content of this tag looks really odd. The main folder contains a yet another folder containing a complete copy of OpenSceneGraph. The folder is named OpenSceneGraph-3.2 I guess this has something to do with commit 14356. This is probably a mistake and this folder should be deleted and the tag reset. Best regards Björn -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60140#60140 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph 3.2.1 release candidate 6 tagged
Hi Björn, On 4 July 2014 08:24, Björn Blissing bjorn.bliss...@vti.se wrote: The content of this tag looks really odd. The main folder contains a yet another folder containing a complete copy of OpenSceneGraph. The folder is named OpenSceneGraph-3.2 I guess this has something to do with commit 14356. This is probably a mistake and this folder should be deleted and the tag reset. I have followed the links I published on this thread and on the OSG website download page and they both take me to the correct 3.1.2-rc6. What steps and links are you using to see a problem? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph 3.2.1 release candidate 6 tagged
Hi Robert, I think Bjorn is right. See http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.2.1-rc6/ inside this folder there is another OpenSceneGraph folder. Cheers. 2014-07-04 10:43 GMT+02:00 Robert Osfield robert.osfi...@gmail.com: Hi Björn, On 4 July 2014 08:24, Björn Blissing bjorn.bliss...@vti.se wrote: The content of this tag looks really odd. The main folder contains a yet another folder containing a complete copy of OpenSceneGraph. The folder is named OpenSceneGraph-3.2 I guess this has something to do with commit 14356. This is probably a mistake and this folder should be deleted and the tag reset. I have followed the links I published on this thread and on the OSG website download page and they both take me to the correct 3.1.2-rc6. What steps and links are you using to see a problem? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph 3.2.1 release candidate 6 tagged
On 4 July 2014 09:45, Jordi Torres jtorresfa...@gmail.com wrote: Hi Robert, I think Bjorn is right. See http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.2.1-rc6/ inside this folder there is another OpenSceneGraph folder. Thanks for the explanation, yep I see it. That's really bizarre. I used exactly the same make tag-run that I used for all previous rc's, my local check out doesn't have an OpenSceneGraph-3.2 directory. I will do a rc7 and see what happens. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph 3.2.1 release candidate 6 tagged
I will do a rc7 and see what happens. OK, I have just tagged a rc7, which in theory is the same as rct6 save for the rc number: http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.2.1-rc7/ This doesn't contain the nested OpenSceneGraph-3.2 branch inside. I didn't do anything different this time vs last time so am perplexed how the error snuck in. A svn bug? A hack? Anyone have any ideas? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph 3.2.1 release candidate 6 tagged
I have now updated the downloads page with links to the new rc7: - Zip file containing source code : OpenSceneGraph-3.2.1-rc7.zip http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-3.2.1-rc7.zip - Subversion tag for 3.2.1-rc7 : svn co http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.2. http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.2.1-rc7 1-rc7 OpenSceneGraph ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph 3.2.1 release candidate 6 tagged
Hi Robert, RC7 looks correct. I don't know what happened during the tagging of RC6, but if you look in the SVN log there is actually two commits for the tag. Commit 14355 and 14356, the last one being the one that made the duplicated folder. Best regards Björn -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60145#60145 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph 3.2.1 release candidate 6 tagged
On 4 July 2014 10:06, Björn Blissing bjorn.bliss...@vti.se wrote: Hi Robert, RC7 looks correct. Thanks for checking. I don't know what happened during the tagging of RC6, but if you look in the SVN log there is actually two commits for the tag. Commit 14355 and 14356, the last one being the one that made the duplicated folder. I really is very strange, I use cmake make tag-run each time I make a dev or stable release/release candidate, rc6 was no different, I don't recall any errors being reported at the time or having to redo anything. My best guess right now is that the a subversion bug wither on the server or my client. Each release we'll just need to vigilant. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph 3.2.1 release candidate 6 tagged
If it happens again I will have a look to the server. But it's quite strange. Cheers. 2014-07-04 11:54 GMT+02:00 Robert Osfield robert.osfi...@gmail.com: On 4 July 2014 10:06, Björn Blissing bjorn.bliss...@vti.se wrote: Hi Robert, RC7 looks correct. Thanks for checking. I don't know what happened during the tagging of RC6, but if you look in the SVN log there is actually two commits for the tag. Commit 14355 and 14356, the last one being the one that made the duplicated folder. I really is very strange, I use cmake make tag-run each time I make a dev or stable release/release candidate, rc6 was no different, I don't recall any errors being reported at the time or having to redo anything. My best guess right now is that the a subversion bug wither on the server or my client. Each release we'll just need to vigilant. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph 3.2.1 release candidate 6 tagged
On 4 July 2014 10:56, Jordi Torres jtorresfa...@gmail.com wrote: If it happens again I will have a look to the server. But it's quite strange. It would probably be worth checking about how up to date the subversion version we have on the serve is. My client version of subversion I pulled in from Kubuntu 14.04 respositories: $ svn --version svn, version 1.8.8 (r1568071) compiled Feb 24 2014, 10:11:25 on x86_64-pc-linux-gnu Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph 3.2.1 release candidate 6 tagged
Hi All, I'm now ready to tag the 3.2.1 stable release, but will wait till this afternoon to tag the release so if you all can do some last minute testing this would be appreciated. Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph 3.2.1 release candidate 6 tagged
Ok I will take a look. 2014-07-04 12:06 GMT+02:00 Robert Osfield robert.osfi...@gmail.com: On 4 July 2014 10:56, Jordi Torres jtorresfa...@gmail.com wrote: If it happens again I will have a look to the server. But it's quite strange. It would probably be worth checking about how up to date the subversion version we have on the serve is. My client version of subversion I pulled in from Kubuntu 14.04 respositories: $ svn --version svn, version 1.8.8 (r1568071) compiled Feb 24 2014, 10:11:25 on x86_64-pc-linux-gnu Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CompositeViewer, GUIEventHandler::handle() and events cascading across Views
Hi, I have the same problems when using a CompositeViewer with several views and a last view using osgWidget::WindowManager. I found out that the problem started somewhere between 3.1.5 and 3.1.6, assumably at Revision 13376. @Ignacio: Your code fixed the problem, please submit it! Thank you! Cheers, Julian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60126#60126 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] Error inside VS2013 with ALL_BUILD
Hi, I have built OSG 3.2.0 using CMAKE on a Windows 8 PC for Visual Studio Ultimate 2013. When I go into the solution file and select the BUILD option for ALL_BUILD I get the following error inside directx.cpp on line 67: Code: error C2678:binary '==': no operator found which takes a left-hand operand of type 'std::basic_istreamchar,std::char_traitschar' (or there is no acceptable conversion) Has anyone encountered anything like this? Thank you! Cheers, Colin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60152#60152 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to get the real world coordinates(x, y, z) in shader
Hi, Well...I was more thinking about a SSCCE than a whole project, but anyway: Does your compiler support the currently effective (2011) standard for C++ sufficiently? try e.g. to compile this: /// ///@file bind_recursion.cxx ///@author solkar http://stackoverflow.com/users/2378245/solkar ///@see http://stackoverflow.com/questions/24491402/compile-time-recursion-via-stdfunction-variadic-templates/24494430#24494430 ///@date Jul 1st, 2014 #include functional // bind, is_placeholder #include exception // runtime_error #include iostream #include cmath // M_PI #include complex #define VOODOO 1 #if VOODOO /** * It's rather pointless binding the N parameters * of N-ary callable to N placeholders in-sequence * * This framework will start making sense if there are * some free parameters to be bound; see HINT below. */ // placeholder templateint N struct PH {}; // It's ugly to extend std, // but there's no other way to make arbitrary // placeholders known to std::bind namespace std { templateint N struct is_placeholderPHN : public integral_constantint, N {}; } // recursive sequential binder // this simply pushes the placeholder types into the Args // result is in-order templateclass F, int N, class... Args struct SeqBinder : public SeqBinderF, N-1, PHN, Args... {}; // recursive sequential binder terminator specialization templateclass F, class... Args struct SeqBinderF, 0, Args... { static auto bind(F f) /* * HINT * here is to point to add whatever invariant params * to the bind */ - decltype(std::bind(f, /* +whatever ,*/ Args()...)) { return std::bind(f, /* +whatever ,*/ Args()...); } // bind() }; // SeqBinder (terminator specialization) templatetypename F, int N auto seq_bind(F f, const PHN) - decltype(SeqBinderF, N::bind(f)) { return SeqBinderF, N::bind(f); } // template seq_bind() #endif // #if VOODOO // no clue why gcc (4.8.2) wants a // void output(void) (see below) // for the recursive template below void output(void) { struct void_call : public std::runtime_error { void_call(const char* msg) : std::runtime_error(msg) {} }; // trace this throw void_call(void output(void) called); } // void output(void) // recursive template templatetypename T, typename... Args void output(const T t, const Args... args) { std::cout typeid(t).name() : t std::endl; if (sizeof...(Args) 0) // no clue why gcc (4.8.2) looks for a // void output(void) output(args...); } // template void output() // test class template typename... Args struct LHC { std::functionvoid(Args...) cauldron; ///@TODO delete unwanted ctors LHC() : #if VOODOO cauldron(seq_bind(outputArgs..., PHsizeof...(Args)())) #else cauldron(outputArgs...) #endif // #if VOODOO {} void operator () (const Args...args) const{ cauldron(args...); } }; // struct LHC template typename... Args void make_GUT(Args... args) { LHCArgs... smasher; smasher(args...); } void test() { auto cminus = std::exp(std::complexdouble(0.,M_PI)); auto phone_number = 137L; make_GUT(GUT essentials: , 42, NULL, M_PI, cminus, phone_number); } // void test() int main() { try { test(); } catch (const std::runtime_error e) { std::cerr e.what() std::endl; } } // int main() /// with both(0,1) settings for VOODOO, and so-called C++11-support enabled in your compiler. I'd dislike having to publish code that is already sort-of deprecated at the time of publishing. Cheers, Solkar @moderators: How to save the , in #include myheader in code-tags from being parsed. I thought especially code-tags would prevent that. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60154#60154 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Where does RenderInfo come from which is passed to all Drawable::draw?
Hi. I'm working on integrating CEGUI into OSG and I have successfully followed Wang Rui's example from his Cookbook: https://github.com/xarray/osgRecipes/tree/master/cookbook/chapter9/ch09_04 But there's an ugly part with CEGUI initialization: it happens in CEGUIDrawable::drawImplementation(RenderInfo ). It initializes paths, uses a lot of mutables, strips constness. I want to get rid of that ugly stuff and initialize CEGUI somewhere outside drawImplementation() call. So when and where can I get RenderInfo that is passed to all Drawable::draw(RenderInfo )? Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Trouble with HUD
Hello there! I've struggling a while with the setup of a HUD camera. What I want to achieve is to show cross in the middle of the vieport. I have been able to display text, but not the cross, so I'm requesting a little help with this ... :) Here's the code for the viewer (it is based in the osgQt and osghud examples): Code: class Viewer: public QWidget, public osgViewer::Viewer { public: static const unsigned int MAIN_MASK = 0x1; static const unsigned int HUD_MASK = 0x2; virtual void paintEvent( QPaintEvent* event ) { frame(); } Viewer( osg::ref_ptrosg::Node g): QWidget(), osgViewer::Viewer() { osg::ref_ptrosg::Camera cam = createCamera( 150, 10, 640, 800 ); QGridLayout* layout = new QGridLayout; layout-setContentsMargins( 1, 1, 1, 1 ); QWidget* widget = addViewWidget( cam.get(), g.get() ); layout-addWidget( widget ); setLayout( layout ); connect( ( this-timer_ ), SIGNAL( timeout() ), this, SLOT( update() ) ); getDatabasePager()-setDoPreCompile( true ); } void startTimer() { timer_.start(24); } ~Viewer(){} private: osg::Camera* createCamera( int x, int y, int w, int h ) { try { osg::DisplaySettings* ds = osg::DisplaySettings::instance().get(); if( !ds ) { return NULL; } osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits ; traits-windowName = no name; traits-windowDecoration = true; traits-x = x; traits-y = y; traits-width = w; traits-height = h; traits-doubleBuffer = true; traits-alpha = ds-getMinimumNumAlphaBits(); traits-stencil = ds-getMinimumNumStencilBits(); traits-sampleBuffers = ds-getMultiSamples(); traits-samples = 4; osgViewer::Viewer::Views views; getViews( views ); osg::ref_ptrosg::Camera camera = views[ 0 ]-getCamera(); camera-setGraphicsContext( new osgQt::GraphicsWindowQt( traits.get() ) ) ; camera-setClearColor( osg::Vec4( 0,0,0,1 ) ); camera-setViewport( new osg::Viewport( 0, 0, traits-width, traits-height) ) ; const double tw = static_castdouble( traits-width ); const double th = static_castdouble( traits-height ); camera-setProjectionMatrixAsPerspective( 30.0f, tw / th, 1.0f, 1.0f ) ; camera-setCullMask( MAIN_MASK ); return camera.release(); } catch( const std::bad_alloc ) { return NULL; } } QWidget* addViewWidget( osg::Camera *camera, osg::Node *scene ) { try { addEventHandler( new osgViewer::StatsHandler ); osgGA::CameraManipulator* cameraManipulator = new osgGA::TrackballManipulator( osgGA::StandardManipulator::DEFAULT_SETTINGS ) ; setCameraManipulator( cameraManipulator ); osg::observer_ptrosgGA::TrackballManipulator cm = dynamic_castosgGA::TrackballManipulator*( cameraManipulator ) ; cm-setAnimationTime( -1 ); cm-setMinimumDistance( 10 ); hud = new osg::Camera; hud-setCullMask( HUD_MASK ); hud-setReferenceFrame(osg::Transform::ABSOLUTE_RF); hud-setClearMask(GL_DEPTH_BUFFER_BIT /*| GL_COLOR_BUFFER_BIT*/ ); hud-setRenderOrder(osg::Camera::POST_RENDER); hud-setAllowEventFocus(false); osgViewer::Viewer::Windows windows; getWindows( windows ); hud-setClearColor( osg::Vec4( 0.0, 1.0, 0.0, 255.0 ) ); hud-getOrCreateStateSet()-setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF); hud-setGraphicsContext( windows.front() ); osg::Viewport* vport = camera-getViewport(); const osg::Matrix wmat = vport-computeWindowMatrix(); osg::Vec3d vc( vport-x() + vport-width()/2, vport-y() + vport-height()/2, 1.0 ); hud-setViewport( vc.x() - 50, vc.y() - 50, 100,100 ); hud-setProjectionMatrix( osg::Matrix::ortho2D( vc.x() - 50, vc.y() - 50, vc.x() + 50, vc.y() + 50 ) ); osg::ref_ptrosg::Geode geode = new osg::Geode; osg::ref_ptrosg::Vec4Array color = new osg::Vec4Array; color-push_back( osg::Vec4( 1.0, 0.0, 0.0, 1.0 ) ); #if 0
Re: [osg-users] CompositeViewer, GUIEventHandler::handle() and events cascading across Views
Hi Julian, I have checked in a fix to CompositeViewer w.r.t handling of event with inset Views into svn/trunk and the OSG-3.2 branch so it's now part of the imminent 3.2.1 release. Could you please test 3.2.1-rc7 or svn/trunk. Robert. On 3 July 2014 10:05, Julian Schindler julian.schind...@dlr.de wrote: Hi, I have the same problems when using a CompositeViewer with several views and a last view using osgWidget::WindowManager. I found out that the problem started somewhere between 3.1.5 and 3.1.6, assumably at Revision 13376. @Ignacio: Your code fixed the problem, please submit it! Thank you! Cheers, Julian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60126#60126 ___ 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] Error inside VS2013 with ALL_BUILD
HI Colin, I can't comment on this specific issue with 3.2.0 under Windows with this specific compiler (3.2.0 was compiling fine under Windows at time of release last year but compiler and goals posts move). As far as I'm aware the 3.2.1 release and svn/trunk are both currently compiling fine under Windows so would recommend moving to 3.2.1-rc7 or waiting for me to tag 3.2.1 this afternoon. 3.2.1 is fully binary compatible with 3.2.0. On 4 July 2014 12:57, Colin McKay charna...@gmail.com wrote: Hi, I have built OSG 3.2.0 using CMAKE on a Windows 8 PC for Visual Studio Ultimate 2013. When I go into the solution file and select the BUILD option for ALL_BUILD I get the following error inside directx.cpp on line 67: Code: error C2678:binary '==': no operator found which takes a left-hand operand of type 'std::basic_istreamchar,std::char_traitschar' (or there is no acceptable conversion) Has anyone encountered anything like this? Thank you! Cheers, Colin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60152#60152 ___ 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] Visual C++ CLR Windows Forms app using OpenSceneGraph
I have the same issue (SEHException) and cannot find a way to embed OpenSceneGraph inside a Windows form. Anyone can help, please? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60153#60153 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Where does RenderInfo come from which is passed to all Drawable::draw?
Hi CEGUI, Unfortunately the design of CEGUI requires that your initialize it from a graphics thread so you are limited to a custom Drawable or a draw callback of some form. Robert. On 4 July 2014 14:07, michael kapelko korn...@gmail.com wrote: Hi. I'm working on integrating CEGUI into OSG and I have successfully followed Wang Rui's example from his Cookbook: https://github.com/xarray/osgRecipes/tree/master/cookbook/chapter9/ch09_04 But there's an ugly part with CEGUI initialization: it happens in CEGUIDrawable::drawImplementation(RenderInfo ). It initializes paths, uses a lot of mutables, strips constness. I want to get rid of that ugly stuff and initialize CEGUI somewhere outside drawImplementation() call. So when and where can I get RenderInfo that is passed to all Drawable::draw(RenderInfo )? Thanks. ___ 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] OpenSceneGraph 3.2.1 release candidate 6 tagged
Hi Robert, Re OSG 3.2.1-rc6. Builds and installs fine on a Debian Linux 7 system, updates as of less than a few days ago. gcc 4.7.2. nVidia, multi-head Xinerama, 2x2head cards. cmake line was: cmake -D CMAKE_INSTALL_PREFIX=/opt/OpenSceneGraph-3.2.1-rc6 -D CMAKE_BUILD_TYPE=Release -D BUILD_OSG_EXAMPLES=yes .. Fired up a few random examples, no extensive testing. Also builds on a Debian 6.0.6 system, minimal but mixed updates. nVidia, multi-head Xinerama, 2x2head cards. Custom build script/environment with patches from current build env (3.2.1-rc1), which applied cleanly. gcc 4.4.5. Fired up a few random examples, no extensive testing. FBX plugin included (20141?). Was not in a position to run it through my full build env or integrate it into my app at this time. Also have a Windows XP, 32-bit virtual machine, with MSVC++ 2008 express set up, on which I've already got 3.2.1-rc6 running, but it takes a huge amount of time for a full build so it'd be an overnight thing. I can try this out if it is useful, ping me if wanted. Mostly just a simple build and install test on the two machines this time, but I hope it is still useful as a data point. All the best with the release! Cheers, Garth On 04/07/14 00:04, Robert Osfield wrote: Hi All, I made some minor warning fixes and bug fixes to support read/write of image to .osgb format, these are now wrapped up in a 3.2.1 release candidate 6: * Zip file containing source code : OpenSceneGraph-3.2.1-rc6.zip http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-3.2.1-rc6.zip * Subversion tag for 3.2.1-rc6 : svn co http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.2. http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.2.1-rc61-rc6 OpenSceneGraph My plan is to tag the final 3.2.1 stable release tomorrow, so would appreciate testing on the platforms you have available and against your applications. Thanks in advance, Robert. -- ChangeLog since rc5: 2014-07-03 14:13 robert * NEWS.txt: Updated NEWS in prep for 3.2.1 release 2014-07-03 13:06 robert * src/osgPlugins/osc/OscSendingDevice.cpp, src/osgPresentation/PropertyManager.cpp: Added vertical destructors 2014-07-02 14:14 robert * src/osgPlugins/osg/ReaderWriterOSG2.cpp: Merged fix from svn/trunk to handlng of file type of nested files within a .osgx, .osgt and .osgb file. 2014-07-01 07:31 robert * applications/osgviewer/osgviewer.cpp: Added #include stdint.h to address compile issue on some Linux distro's. 2014-06-30 15:31 robert * examples/osgvolume/osgvolume.cpp: Add dds no flip on write option to prevent output of .dds volume from being flipped by the dds plugin. ___ 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] Where does RenderInfo come from which is passed to all Drawable::draw?
Hi Michael, though I did not dig into code ( just spotted that there is native render for ogre ), but seems an approach like http://static.cegui.org.uk/docs/0.8.3/classCEGUI_1_1OgreRenderer.html can be of some use. That is - instead to render by CEGUI - render all things by osg itself ( see in CEGUI code cegui-0.8.3\cegui\src\RendererModules - and ogre renderer is there ). there is need for the render class for osg though. but then - this will be really good integration with all capabilities of osg in place. Regards Sergey On Fri, Jul 4, 2014 at 5:07 PM, michael kapelko korn...@gmail.com wrote: Hi. I'm working on integrating CEGUI into OSG and I have successfully followed Wang Rui's example from his Cookbook: https://github.com/xarray/osgRecipes/tree/master/cookbook/chapter9/ch09_04 But there's an ugly part with CEGUI initialization: it happens in CEGUIDrawable::drawImplementation(RenderInfo ). It initializes paths, uses a lot of mutables, strips constness. I want to get rid of that ugly stuff and initialize CEGUI somewhere outside drawImplementation() call. So when and where can I get RenderInfo that is passed to all Drawable::draw(RenderInfo )? Thanks. ___ 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] OpenSceneGraph 3.2.1 release candidate 6 tagged
Thanks for the testing and feedback Garth, much appreciated. No need to run the overnight build as I'll be tagging 3.2.1 this afternoon On 4 July 2014 15:05, Garth D garthy_...@entropicsoftware.com wrote: Hi Robert, Re OSG 3.2.1-rc6. Builds and installs fine on a Debian Linux 7 system, updates as of less than a few days ago. gcc 4.7.2. nVidia, multi-head Xinerama, 2x2head cards. cmake line was: cmake -D CMAKE_INSTALL_PREFIX=/opt/OpenSceneGraph-3.2.1-rc6 -D CMAKE_BUILD_TYPE=Release -D BUILD_OSG_EXAMPLES=yes .. Fired up a few random examples, no extensive testing. Also builds on a Debian 6.0.6 system, minimal but mixed updates. nVidia, multi-head Xinerama, 2x2head cards. Custom build script/environment with patches from current build env (3.2.1-rc1), which applied cleanly. gcc 4.4.5. Fired up a few random examples, no extensive testing. FBX plugin included (20141?). Was not in a position to run it through my full build env or integrate it into my app at this time. Also have a Windows XP, 32-bit virtual machine, with MSVC++ 2008 express set up, on which I've already got 3.2.1-rc6 running, but it takes a huge amount of time for a full build so it'd be an overnight thing. I can try this out if it is useful, ping me if wanted. Mostly just a simple build and install test on the two machines this time, but I hope it is still useful as a data point. All the best with the release! Cheers, Garth On 04/07/14 00:04, Robert Osfield wrote: Hi All, I made some minor warning fixes and bug fixes to support read/write of image to .osgb format, these are now wrapped up in a 3.2.1 release candidate 6: * Zip file containing source code : OpenSceneGraph-3.2.1-rc6.zip http://www.openscenegraph.org/downloads/developer_ releases/OpenSceneGraph-3.2.1-rc6.zip * Subversion tag for 3.2.1-rc6 : svn co http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/ OpenSceneGraph-3.2. http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/ OpenSceneGraph-3.2.1-rc61-rc6 OpenSceneGraph My plan is to tag the final 3.2.1 stable release tomorrow, so would appreciate testing on the platforms you have available and against your applications. Thanks in advance, Robert. -- ChangeLog since rc5: 2014-07-03 14:13 robert * NEWS.txt: Updated NEWS in prep for 3.2.1 release 2014-07-03 13:06 robert * src/osgPlugins/osc/OscSendingDevice.cpp, src/osgPresentation/PropertyManager.cpp: Added vertical destructors 2014-07-02 14:14 robert * src/osgPlugins/osg/ReaderWriterOSG2.cpp: Merged fix from svn/trunk to handlng of file type of nested files within a .osgx, .osgt and .osgb file. 2014-07-01 07:31 robert * applications/osgviewer/osgviewer.cpp: Added #include stdint.h to address compile issue on some Linux distro's. 2014-06-30 15:31 robert * examples/osgvolume/osgvolume.cpp: Add dds no flip on write option to prevent output of .dds volume from being flipped by the dds plugin. ___ 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] [build] Error inside VS2013 with ALL_BUILD
The line has been replaced in r13865 by - if (fin.getline(buf, sizeof(buf)) == 0) { + if (!fin.getline(buf, sizeof(buf))) { This solves the error you get with VS2013. On Fri, Jul 4, 2014 at 1:57 PM, Colin McKay charna...@gmail.com wrote: Hi, I have built OSG 3.2.0 using CMAKE on a Windows 8 PC for Visual Studio Ultimate 2013. When I go into the solution file and select the BUILD option for ALL_BUILD I get the following error inside directx.cpp on line 67: Code: error C2678:binary '==': no operator found which takes a left-hand operand of type 'std::basic_istreamchar,std::char_traitschar' (or there is no acceptable conversion) Has anyone encountered anything like this? Thank you! Cheers, Colin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60152#60152 ___ 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] OpenSceneGraph 3.2.1 release candidate 6 tagged
Hi Robert, No problem at all, HTH. Cheers, Garth On 04/07/14 23:46, Robert Osfield wrote: Thanks for the testing and feedback Garth, much appreciated. No need to run the overnight build as I'll be tagging 3.2.1 this afternoon On 4 July 2014 15:05, Garth D garthy_...@entropicsoftware.com mailto:garthy_...@entropicsoftware.com wrote: Hi Robert, Re OSG 3.2.1-rc6. Builds and installs fine on a Debian Linux 7 system, updates as of less than a few days ago. gcc 4.7.2. nVidia, multi-head Xinerama, 2x2head cards. cmake line was: cmake -D CMAKE_INSTALL_PREFIX=/opt/__OpenSceneGraph-3.2.1-rc6 -D CMAKE_BUILD_TYPE=Release -D BUILD_OSG_EXAMPLES=yes .. Fired up a few random examples, no extensive testing. Also builds on a Debian 6.0.6 system, minimal but mixed updates. nVidia, multi-head Xinerama, 2x2head cards. Custom build script/environment with patches from current build env (3.2.1-rc1), which applied cleanly. gcc 4.4.5. Fired up a few random examples, no extensive testing. FBX plugin included (20141?). Was not in a position to run it through my full build env or integrate it into my app at this time. Also have a Windows XP, 32-bit virtual machine, with MSVC++ 2008 express set up, on which I've already got 3.2.1-rc6 running, but it takes a huge amount of time for a full build so it'd be an overnight thing. I can try this out if it is useful, ping me if wanted. Mostly just a simple build and install test on the two machines this time, but I hope it is still useful as a data point. All the best with the release! Cheers, Garth On 04/07/14 00:04, Robert Osfield wrote: Hi All, I made some minor warning fixes and bug fixes to support read/write of image to .osgb format, these are now wrapped up in a 3.2.1 release candidate 6: * Zip file containing source code : OpenSceneGraph-3.2.1-rc6.zip http://www.openscenegraph.__org/downloads/developer___releases/OpenSceneGraph-3.2.1-__rc6.zip http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-3.2.1-rc6.zip * Subversion tag for 3.2.1-rc6 : svn co http://svn.openscenegraph.org/__osg/OpenSceneGraph/tags/__OpenSceneGraph-3.2 http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.2. http://svn.openscenegraph.__org/osg/OpenSceneGraph/tags/__OpenSceneGraph-3.2.1-rc6 http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.2.1-rc61-rc6 OpenSceneGraph My plan is to tag the final 3.2.1 stable release tomorrow, so would appreciate testing on the platforms you have available and against your applications. Thanks in advance, Robert. -- ChangeLog since rc5: 2014-07-03 14:13 robert * NEWS.txt: Updated NEWS in prep for 3.2.1 release 2014-07-03 13:06 robert * src/osgPlugins/osc/__OscSendingDevice.cpp, src/osgPresentation/__PropertyManager.cpp: Added vertical destructors 2014-07-02 14:14 robert * src/osgPlugins/osg/__ReaderWriterOSG2.cpp: Merged fix from svn/trunk to handlng of file type of nested files within a .osgx, .osgt and .osgb file. 2014-07-01 07:31 robert * applications/osgviewer/__osgviewer.cpp: Added #include stdint.h to address compile issue on some Linux distro's. 2014-06-30 15:31 robert * examples/osgvolume/osgvolume.__cpp: Add dds no flip on write option to prevent output of .dds volume from being flipped by the dds plugin. _ osg-users mailing list osg-users@lists.__openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.__org/listinfo.cgi/osg-users-__openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _ osg-users mailing list osg-users@lists.__openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.__org/listinfo.cgi/osg-users-__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] Where does RenderInfo come from which is passed to all Drawable::draw?
I was thinking about OSG renderer module for CEGUI, but I'm not sure how to do it atm. Can you please elaborate (as much as possible) what you mean by here is need for the render class for osg though. Do you mean a module located in CEGUI or OSG? If the latter, what do I need to take into account? Thanks. 2014-07-04 21:16 GMT+07:00 Sergey Kurdakov sergey.fo...@gmail.com: Hi Michael, though I did not dig into code ( just spotted that there is native render for ogre ), but seems an approach like http://static.cegui.org.uk/docs/0.8.3/classCEGUI_1_1OgreRenderer.html can be of some use. That is - instead to render by CEGUI - render all things by osg itself ( see in CEGUI code cegui-0.8.3\cegui\src\RendererModules - and ogre renderer is there ). there is need for the render class for osg though. but then - this will be really good integration with all capabilities of osg in place. Regards Sergey On Fri, Jul 4, 2014 at 5:07 PM, michael kapelko korn...@gmail.com wrote: Hi. I'm working on integrating CEGUI into OSG and I have successfully followed Wang Rui's example from his Cookbook: https://github.com/xarray/osgRecipes/tree/master/cookbook/chapter9/ch09_04 But there's an ugly part with CEGUI initialization: it happens in CEGUIDrawable::drawImplementation(RenderInfo ). It initializes paths, uses a lot of mutables, strips constness. I want to get rid of that ugly stuff and initialize CEGUI somewhere outside drawImplementation() call. So when and where can I get RenderInfo that is passed to all Drawable::draw(RenderInfo )? Thanks. ___ 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] Where does RenderInfo come from which is passed to all Drawable::draw?
Hi Michael, Do you mean a module located in CEGUI or OSG? module in CEGUI and calls there are made to osg My thought is this: osg is somewhat similar to ogre in many respects. So it is possible to take ogre renderer and to try to replace calls to ogre with similar calls to osg ( mostly the replacement is obvious, but some parts are not ... here is a difficulty, but again I did not spend much time on the code of that CEGUI module just browsed it ). possibly it is few days effort . Regards Sergey On Fri, Jul 4, 2014 at 6:41 PM, michael kapelko korn...@gmail.com wrote: I was thinking about OSG renderer module for CEGUI, but I'm not sure how to do it atm. Can you please elaborate (as much as possible) what you mean by here is need for the render class for osg though. Do you mean a module located in CEGUI or OSG? If the latter, what do I need to take into account? Thanks. 2014-07-04 21:16 GMT+07:00 Sergey Kurdakov sergey.fo...@gmail.com: Hi Michael, though I did not dig into code ( just spotted that there is native render for ogre ), but seems an approach like http://static.cegui.org.uk/docs/0.8.3/classCEGUI_1_1OgreRenderer.html can be of some use. That is - instead to render by CEGUI - render all things by osg itself ( see in CEGUI code cegui-0.8.3\cegui\src\RendererModules - and ogre renderer is there ). there is need for the render class for osg though. but then - this will be really good integration with all capabilities of osg in place. Regards Sergey On Fri, Jul 4, 2014 at 5:07 PM, michael kapelko korn...@gmail.com wrote: Hi. I'm working on integrating CEGUI into OSG and I have successfully followed Wang Rui's example from his Cookbook: https://github.com/xarray/osgRecipes/tree/master/cookbook/chapter9/ch09_04 But there's an ugly part with CEGUI initialization: it happens in CEGUIDrawable::drawImplementation(RenderInfo ). It initializes paths, uses a lot of mutables, strips constness. I want to get rid of that ugly stuff and initialize CEGUI somewhere outside drawImplementation() call. So when and where can I get RenderInfo that is passed to all Drawable::draw(RenderInfo )? Thanks. ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trouble with HUD
what happens if you change your coordinates of using Vec2Array to Vec3Array (it is still in 3d regardless of your 2D HUD projection, so just set Z to zero)? Nick On Fri, Jul 4, 2014 at 3:20 PM, Andrés Barrionuevo abarrionu...@gmx.com wrote: Hello there! I've struggling a while with the setup of a HUD camera. What I want to achieve is to show cross in the middle of the vieport. I have been able to display text, but not the cross, so I'm requesting a little help with this ... :) Here's the code for the viewer (it is based in the osgQt and osghud examples): Code: class Viewer: public QWidget, public osgViewer::Viewer { public: static const unsigned int MAIN_MASK = 0x1; static const unsigned int HUD_MASK = 0x2; virtual void paintEvent( QPaintEvent* event ) { frame(); } Viewer( osg::ref_ptrosg::Node g): QWidget(), osgViewer::Viewer() { osg::ref_ptrosg::Camera cam = createCamera( 150, 10, 640, 800 ); QGridLayout* layout = new QGridLayout; layout-setContentsMargins( 1, 1, 1, 1 ); QWidget* widget = addViewWidget( cam.get(), g.get() ); layout-addWidget( widget ); setLayout( layout ); connect( ( this-timer_ ), SIGNAL( timeout() ), this, SLOT( update() ) ); getDatabasePager()-setDoPreCompile( true ); } void startTimer() { timer_.start(24); } ~Viewer(){} private: osg::Camera* createCamera( int x, int y, int w, int h ) { try { osg::DisplaySettings* ds = osg::DisplaySettings::instance().get(); if( !ds ) { return NULL; } osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits ; traits-windowName = no name; traits-windowDecoration = true; traits-x = x; traits-y = y; traits-width = w; traits-height = h; traits-doubleBuffer = true; traits-alpha = ds-getMinimumNumAlphaBits(); traits-stencil = ds-getMinimumNumStencilBits(); traits-sampleBuffers = ds-getMultiSamples(); traits-samples = 4; osgViewer::Viewer::Views views; getViews( views ); osg::ref_ptrosg::Camera camera = views[ 0 ]-getCamera(); camera-setGraphicsContext( new osgQt::GraphicsWindowQt( traits.get() ) ) ; camera-setClearColor( osg::Vec4( 0,0,0,1 ) ); camera-setViewport( new osg::Viewport( 0, 0, traits-width, traits-height) ) ; const double tw = static_castdouble( traits-width ); const double th = static_castdouble( traits-height ); camera-setProjectionMatrixAsPerspective( 30.0f, tw / th, 1.0f, 1.0f ) ; camera-setCullMask( MAIN_MASK ); return camera.release(); } catch( const std::bad_alloc ) { return NULL; } } QWidget* addViewWidget( osg::Camera *camera, osg::Node *scene ) { try { addEventHandler( new osgViewer::StatsHandler ); osgGA::CameraManipulator* cameraManipulator = new osgGA::TrackballManipulator( osgGA::StandardManipulator::DEFAULT_SETTINGS ) ; setCameraManipulator( cameraManipulator ); osg::observer_ptrosgGA::TrackballManipulator cm = dynamic_castosgGA::TrackballManipulator*( cameraManipulator ) ; cm-setAnimationTime( -1 ); cm-setMinimumDistance( 10 ); hud = new osg::Camera; hud-setCullMask( HUD_MASK ); hud-setReferenceFrame(osg::Transform::ABSOLUTE_RF); hud-setClearMask(GL_DEPTH_BUFFER_BIT /*| GL_COLOR_BUFFER_BIT*/ ); hud-setRenderOrder(osg::Camera::POST_RENDER); hud-setAllowEventFocus(false); osgViewer::Viewer::Windows windows; getWindows( windows ); hud-setClearColor( osg::Vec4( 0.0, 1.0, 0.0, 255.0 ) ); hud-getOrCreateStateSet()-setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF); hud-setGraphicsContext( windows.front() ); osg::Viewport* vport = camera-getViewport(); const osg::Matrix wmat = vport-computeWindowMatrix(); osg::Vec3d vc( vport-x() + vport-width()/2, vport-y() + vport-height()/2, 1.0 ); hud-setViewport( vc.x() - 50, vc.y() - 50, 100,100 ); hud-setProjectionMatrix( osg::Matrix::ortho2D( vc.x() - 50, vc.y()
Re: [osg-users] Visual C++ CLR Windows Forms app using OpenSceneGraph
Hi Joe, is this for .NET Form? (C#,managed C++???) if so, have a look at the osgMFCViewer how it is done, you can achieve it same way. The basic is to get the windows handle of your form (the HWND) and to pass it on in the traits as inheriteddata . If you provide a code sample I might help you by looking at or do some changes here or there Nick On Fri, Jul 4, 2014 at 2:41 PM, Bluish Joe mirco.andr...@tesigroup.it wrote: I have the same issue (SEHException) and cannot find a way to embed OpenSceneGraph inside a Windows form. Anyone can help, please? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60153#60153 ___ 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
[osg-users] Re?? how to get the real world coordinates(x, y,z) in shader
thanks.I see.I will post an attachment when i finish the sscce.-- Original -- From: Solkar Graphicssol...@freenet.de Date: Fri, Jul 4, 2014 08:53 PM To: osg-usersosg-users@lists.openscenegraph.org; Subject: Re: [osg-users] how to get the real world coordinates(x, y,z) in shader Hi, Well...I was more thinking about a SSCCE than a whole project, but anyway: Does your compiler support the currently effective (2011) standard for C++ sufficiently? try e.g. to compile this: /// ///@file bind_recursion.cxx ///@author solkar http://stackoverflow.com/users/2378245/solkar ///@see http://stackoverflow.com/questions/24491402/compile-time-recursion-via-stdfunction-variadic-templates/24494430#24494430 ///@date Jul 1st, 2014 #include functional // bind, is_placeholder #include exception // runtime_error #include iostream #include cmath // M_PI #include complex #define VOODOO 1 #if VOODOO /** * It's rather pointless binding the N parameters * of N-ary callable to N placeholders in-sequence * * This framework will start making sense if there are * some free parameters to be bound; see HINT below. */ // placeholder templateint N struct PH {}; // It's ugly to extend std, // but there's no other way to make arbitrary // placeholders known to std::bind namespace std { templateint N struct is_placeholderPHN : public integral_constantint, N {}; } // recursive sequential binder // this simply pushes the placeholder types into the Args // result is in-order templateclass F, int N, class... Args struct SeqBinder : public SeqBinderF, N-1, PHN, Args... {}; // recursive sequential binder terminator specialization templateclass F, class... Args struct SeqBinderF, 0, Args... { static auto bind(F f) /* * HINT * here is to point to add whatever invariant params * to the bind */ - decltype(std::bind(f, /* +whatever ,*/ Args()...)) { return std::bind(f, /* +whatever ,*/ Args()...); } // bind() }; // SeqBinder (terminator specialization) templatetypename F, int N auto seq_bind(F f, const PHN) - decltype(SeqBinderF, N::bind(f)) { return SeqBinderF, N::bind(f); } // template seq_bind() #endif // #if VOODOO // no clue why gcc (4.8.2) wants a // void output(void) (see below) // for the recursive template below void output(void) { struct void_call : public std::runtime_error { void_call(const char* msg) : std::runtime_error(msg) {} }; // trace this throw void_call(void output(void) called); } // void output(void) // recursive template templatetypename T, typename... Args void output(const T t, const Args... args) { std::cout typeid(t).name() : t std::endl; if (sizeof...(Args) 0) // no clue why gcc (4.8.2) looks for a // void output(void) output(args...); } // template void output() // test class template typename... Args struct LHC { std::functionvoid(Args...) cauldron; ///@TODO delete unwanted ctors LHC() : #if VOODOO cauldron(seq_bind(outputArgs..., PHsizeof...(Args)())) #else cauldron(outputArgs...) #endif // #if VOODOO {} void operator () (const Args...args) const{ cauldron(args...); } }; // struct LHC template typename... Args void make_GUT(Args... args) { LHCArgs... smasher; smasher(args...); } void test() { auto cminus = std::exp(std::complexdouble(0.,M_PI)); auto phone_number = 137L; make_GUT(GUT essentials: , 42, NULL, M_PI, cminus, phone_number); } // void test() int main() { try { test(); } catch (const std::runtime_error e) { std::cerr e.what() std::endl; } } // int main() /// with both(0,1) settings for VOODOO, and so-called C++11-support enabled in your compiler. I'd dislike having to publish code that is already sort-of deprecated at the time of publishing. Cheers, Solkar @moderators: How to save the , in #include myheader in code-tags from being parsed. I thought especially code-tags would prevent that. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60154#60154 ___ 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