Re: [osg-users] Problem using Bones

2015-01-22 Thread Chris Hidden
Hey Dario

Do you have any callback or other classes that affect this model or more 
specifically the bones in any way?

One issue might be that somewhere all of the positions of each bone are set to 
origin.  You can always traverse through the bone structure in the model and 
print out the information.  Hard to say without more information.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=62431#62431





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] [Build error] GL_SEPARATE_ATTRIBS not declared

2015-01-22 Thread Alexey Pavlov
Trying build trunk with mingw-w64 get:

[  0%] Building CXX object src/osg/CMakeFiles/osg.dir/Program.obj

C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osg/Program.cpp:
In constructor 'osg::Program::Program()':

C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osg/Program.cpp:140:67:
error: 'GL_SEPARATE_ATTRIBS' was not declared in this scope

 _numGroupsX(0), _numGroupsY(0), _numGroupsZ(0),
_feedbackmode(GL_SEPARATE_ATTRIBS)

   ^

src/osg/CMakeFiles/osg.dir/build.make:2354: recipe for target
'src/osg/CMakeFiles/osg.dir/Program.obj' failed

make[2]: *** [src/osg/CMakeFiles/osg.dir/Program.obj] Error 1

CMakeFiles/Makefile2:249: recipe for target
'src/osg/CMakeFiles/osg.dir/all' failed

make[1]: *** [src/osg/CMakeFiles/osg.dir/all] Error 2

Makefile:117: recipe for target 'all' failed

make: *** [all] Error 2



Regards,
Alexey.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] FLATTEN_STATIC_TRANSFORMS Not Always Working

2015-01-22 Thread Julien Valentin
..seams a DataVariance issue..no?


Cary, Karl A. wrote:
 I was recently doing some updates to a converter we wrote and found that the 
 FLATTEN_STATIC_TRANSFORMS option to the optimizer isn't always flattening the 
 transforms and I do not understand why. I have verified that the 
 MatrixTransforms are marked as STATIC. The only thing I can think of is that 
 I have 2 transforms nested, i.e. 1 MatrixTransform has a MatrixTransform as 
 it's child which in turn has multiple groups and geodes under it. I can 
 flatten it eventually if I first do an optimization removing redundant nodes, 
 and then do a second optimization to flatten the transforms. The problem is 
 that then I have to do a 3rd optimization to remove redundant nodes again. 
 This doesn't make any sense to me. I also tried throwing in the 
 FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS, but this causes a 
 crash. This is being run on the output of a maya2osg conversion from a maya 
 file in to a .osg file. Any help in understanding what is wrong would be 
 greatly appreciated. Thanks
  i
 n advance.
 
 Karl
 
 ___
 osg-users mailing list
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
  --
 Post generated by Mail2Forum


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=62428#62428





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Does osgb support object properties such as visibility in animation?

2015-01-22 Thread Chris Hidden
Hey everyone,

As the title says, Im trying to animate the visibility of a model and export to 
osgb.  

So far my animation exports have worked fine.  I use 3D Studio Max to create an 
animation on the timeline, export it to .FBX and then convert it to osgb, and 
split up the animations on the time line while doing so.

I recently started changing the visibility under object properties-Rendering 
Control- visibility on key frames in 3D Studio Max.  This change does not seem 
to follow through when i convert it to osgb though.  

The animation works fine except for the frames where it is suppose to fade out 
and then back in.  So I am just curious if the osgb file format supports this?

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=62432#62432





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] FLATTEN_STATIC_TRANSFORMS Not Always Working

2015-01-22 Thread Cary, Karl A.
I've verified that the DataVariance is STATIC. Both before the optimization and 
then after the optimization it remained static.

-Original Message-
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf 
Of Julien Valentin
Sent: Thursday, January 22, 2015 6:59 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] FLATTEN_STATIC_TRANSFORMS Not Always Working

..seams a DataVariance issue..no?


Cary, Karl A. wrote:
 I was recently doing some updates to a converter we wrote and found that the 
 FLATTEN_STATIC_TRANSFORMS option to the optimizer isn't always flattening the 
 transforms and I do not understand why. I have verified that the 
 MatrixTransforms are marked as STATIC. The only thing I can think of is that 
 I have 2 transforms nested, i.e. 1 MatrixTransform has a MatrixTransform as 
 it's child which in turn has multiple groups and geodes under it. I can 
 flatten it eventually if I first do an optimization removing redundant nodes, 
 and then do a second optimization to flatten the transforms. The problem is 
 that then I have to do a 3rd optimization to remove redundant nodes again. 
 This doesn't make any sense to me. I also tried throwing in the 
 FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS, but this causes a 
 crash. This is being run on the output of a maya2osg conversion from a maya 
 file in to a .osg file. Any help in understanding what is wrong would be 
 greatly appreciated. Thanks
  i
 n advance.
 
 Karl
 
 ___
 osg-users mailing list
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
  --
 Post generated by Mail2Forum


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=62428#62428





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


smime.p7s
Description: S/MIME cryptographic signature
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] FLATTEN_STATIC_TRANSFORMS Not Always Working

2015-01-22 Thread Cary, Karl A.
I can probably post up the scenegraph, need to double check, but it will have 
to wait till tomorrow, I left the laptop it's on at home. As for multiple 
parents, I did check that and everything in the graph has only 1 parent. All I 
am using the optimizer for is to remove nested groups created for modelling 
purposes that aren't needed and to collapse the transforms, as they are not 
needed once modelling is finished as well. Since rebuilding OSG is pain in our 
current environment, I may just try copying the flatten code from the optimizer 
in to my own function and do some debugging to try and find out why they are 
not being collapsed.

-Original Message-
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf 
Of Robert Osfield
Sent: Thursday, January 22, 2015 8:06 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] FLATTEN_STATIC_TRANSFORMS Not Always Working

Hi Karl,

There isn't any way for me to know whether you have hit upon a bug or just that 
the scene graph you are trying to optimize is structured in way that could can 
eliminate the transforms as I simply don't have a dataset that reproduces it.  
One of the things that prevent transforms being flattened and then removed is 
if a subgraph has two parents each with it's own unique transform.


I would add that the Optimizer and all it's parts is a sticky plaster fix for 
bad scene graphs, it tries it's best to fix bad scene graphs but it can't 
always do everything that could be done.  In an ideal world all scene graph 
would be built optimally in the modelling software and never need this fix up 
processing.


Robert.


On 22 January 2015 at 11:39, Cary, Karl A. karl.a.c...@leidos.com wrote:


I was recently doing some updates to a converter we wrote and found 
that the FLATTEN_STATIC_TRANSFORMS option to the optimizer isn't always 
flattening the transforms and I do not understand why. I have verified that the 
MatrixTransforms are marked as STATIC. The only thing I can think of is that I 
have 2 transforms nested, i.e. 1 MatrixTransform has a MatrixTransform as it's 
child which in turn has multiple groups and geodes under it. I can flatten it 
eventually if I first do an optimization removing redundant nodes, and then do 
a second optimization to flatten the transforms. The problem is that then I 
have to do a 3rd optimization to remove redundant nodes again. This doesn't 
make any sense to me. I also tried throwing in the 
FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS, but this causes a 
crash. This is being run on the output of a maya2osg conversion from a maya 
file in to a .osg file. Any help in understanding what is wrong would be 
greatly appreciated. Thanks 
 i
 n advance.

Karl

___
osg-users mailing list
osg-users@lists.openscenegraph.org

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org






smime.p7s
Description: S/MIME cryptographic signature
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] FLATTEN_STATIC_TRANSFORMS Not Always Working

2015-01-22 Thread Robert Osfield
Hi Karl,

There isn't any way for me to know whether you have hit upon a bug or just
that the scene graph you are trying to optimize is structured in way that
could can eliminate the transforms as I simply don't have a dataset that
reproduces it.  One of the things that prevent transforms being flattened
and then removed is if a subgraph has two parents each with it's own unique
transform.

I would add that the Optimizer and all it's parts is a sticky plaster fix
for bad scene graphs, it tries it's best to fix bad scene graphs but it
can't always do everything that could be done.  In an ideal world all scene
graph would be built optimally in the modelling software and never need
this fix up processing.

Robert.

On 22 January 2015 at 11:39, Cary, Karl A. karl.a.c...@leidos.com wrote:

 I was recently doing some updates to a converter we wrote and found that
 the FLATTEN_STATIC_TRANSFORMS option to the optimizer isn't always
 flattening the transforms and I do not understand why. I have verified that
 the MatrixTransforms are marked as STATIC. The only thing I can think of is
 that I have 2 transforms nested, i.e. 1 MatrixTransform has a
 MatrixTransform as it's child which in turn has multiple groups and geodes
 under it. I can flatten it eventually if I first do an optimization
 removing redundant nodes, and then do a second optimization to flatten the
 transforms. The problem is that then I have to do a 3rd optimization to
 remove redundant nodes again. This doesn't make any sense to me. I also
 tried throwing in the
 FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS, but this causes a
 crash. This is being run on the output of a maya2osg conversion from a maya
 file in to a .osg file. Any help in understanding what is wrong would be
 greatly appreciated. Thanks i
  n advance.

 Karl

 ___
 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] Low frame rate ( Update Callback on 50 bones ).

2015-01-22 Thread Chris Hidden
Hey everyone, I managed to finally sort this out.  The bone weights that were 
displayed in the console as being too small, are I believe only the specific 
vertexes that had little to no weight.  I re exported the .fbx file very 
carefully making sure the rigging was right and the bones were set up properly. 
 This fixed the distortion issue, so it was a model problem and not the shader 
program.   Much to my happiness :).

I also did some deeper analysis of the frames and noticed that my animation 
models were causing sever delays, when I exported the fbx models to play 
animations the bone structure accidentally followed along, so for several 
models that had fairly high poly counts, the skinning was being done on the 
cpu.  

I removed the bone structure from my anim models, and now the hands are the 
only rigged structure on the scene and it makes use of skinning.vert with over 
50 fps in debug mode!

Thanks to everyone with the patience to help me sort through this.  I still 
don't understand what that 11 as a value for attribIndex means in the init() 
method of RigTransformHardware, but maybe one day Ill figure that out :).

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=62430#62430





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] FLATTEN_STATIC_TRANSFORMS Not Always Working

2015-01-22 Thread Cary, Karl A.
I was recently doing some updates to a converter we wrote and found that the 
FLATTEN_STATIC_TRANSFORMS option to the optimizer isn't always flattening the 
transforms and I do not understand why. I have verified that the 
MatrixTransforms are marked as STATIC. The only thing I can think of is that I 
have 2 transforms nested, i.e. 1 MatrixTransform has a MatrixTransform as it's 
child which in turn has multiple groups and geodes under it. I can flatten it 
eventually if I first do an optimization removing redundant nodes, and then do 
a second optimization to flatten the transforms. The problem is that then I 
have to do a 3rd optimization to remove redundant nodes again. This doesn't 
make any sense to me. I also tried throwing in the 
FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS, but this causes a 
crash. This is being run on the output of a maya2osg conversion from a maya 
file in to a .osg file. Any help in understanding what is wrong would be 
greatly appreciated. Thanks i
 n advance.

Karl


smime.p7s
Description: S/MIME cryptographic signature
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [ANN] [General Purpose Graphical Introspection]

2015-01-22 Thread Julien Valentin
Corrected post with a little more info

My basic idea was to use QT wrapping in order to do create and call method 
object at runtime as cppintrospection …
But QML seamed quite promising in order to bring both wrapping and graphical 
boxing.

So I develop some kind of preprecompiler (before moc so I called it pmoc) that 
read cpp headers and generates customisable QMLplugin code in order to handle:
-Nodal logic ( via config file:copy/paste+fx ambiguities leverage)
-Pointer life cycle ( via config file: handle smartpointer/normalpointer)
-Native object boxing (put native object in QT boxes)
-Graphical menu for action ambiguities leverage (when selected and copied type 
can be used in several action
-CPP2QML method wrapping (not finished..I’m doing it by hand for the moment)

I tryied to explain a test case applying code generation to OpenSceneraph 
library on the website  but it’s not very technically detailled….(and written 
in French)
http://osg4noob.olympe.in

Here's a gross demo
http://youtu.be/yAYs5-lYj7k

Here's an eldest video showing how to create a particle system
https://www.youtube.com/watch?v=mAxGVT_d1bE


So the purpose of the underlying tool is not restricted to osg but almost all 
cpp libraries (without twisted stuff…ex: I have some grammar problems parsing 
Bullet headers)

So Before you tell it “Yes, the interface is ugly” because osg is my testbench 
and I have lower level things to do like improve the generated code for ex…

Here’s an external reference about something near to what i’m doing 
(https://www.qtdeveloperdays.com/2013/sites/default/files/presentation_pdf/QtDevDaysSFO-2013_WrappingCppForQml_final.pdf)
Is anyone know how to raise money for this kind of project?


Best regards,
Julien

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=62427#62427





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [ANN] osgVegetation - A vegetation database builder

2015-01-22 Thread Roman Grigoriev
I managed to compile it under Linux gcc 4.8.2 on ubuntu 14.04
For portability I suggest using std::runtime_error than std::exception.
Also please use #include osg/Vec3 than #include osg/vec3
I slightly change CmakeLists.txt. and all compiles fine.
Best regards,
Roman

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=62433#62433





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] GL_INVALID_OPERATION at GLBufferObject::compileBuffer()

2015-01-22 Thread Robert Osfield
Hi Anton,

Vertex buffer objects are meant to be allocated up to the maximum size you
need and thereafter there will be no changes in size.  It sounds like you
want it to start of zero and expand as required, which rather breaks the
how the buffer is meant to work on the OpenGL side and what the OSG is
built for.

When doing particle systems using shaders and VBO's the way to manage it is
to have a fixed sized vertex array and change the number of vertices
accessed by changing the size of the primitive sets that tell OpenGL how to
access it.

There are really too many unknowns to guess what you are planning with your
implementation, but for starters I'd start with allocating a vertex array
with the maximum size you need.

Robert.

On 21 January 2015 at 14:03, Anton Semenov allcrea...@gmail.com wrote:

 Hi,

 There is an object of osg::Geometry class with enabled hint use vertex
 buffer and empty(by default) vertex buffers ( it can be something like
 particle system so vertex buffer will be changed dynamically). When
 something (GLObjectsVisitor, or Geometry's draw implementation method)
 calls GLBufferObject::compileBuffer(), we will get undocumented OpenGL
 error (GL_INVALID_OPERATION) throwed by glBufferSubData call. As I
 understand, new buffer have both _allocatedSize and _profile._size equals
 to 0, so branch if (_allocatedSize != _profile._size) can not be executed
 and vertex buffer leaves uninitialized.

 It seems this behavior is not dangerous and could not interfere to another
 nodes rendering, but it causes error messages which can slow program
 execution.

 I do not think that problem is serious, but I'm not sure is it planned
 behavior or bug.

 Thank you!

 Cheers,
 Anton Semenov

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=62407#62407





 ___
 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] Problem using Bones

2015-01-22 Thread Julien Valentin
Try in a simplier example...
If problem persist post the code


Paradox wrote:
 Hi,
 
 No one idea? :(
 
 Thank you!
 
 Cheers,
 Dario


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=62425#62425





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Problem using Bones

2015-01-22 Thread Dario Minieri
Hi,

No one idea? :(

Thank you!

Cheers,
Dario

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=62419#62419





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [ANN] osgVegetation - A vegetation database builder

2015-01-22 Thread Johan Hedstrom
Hi Guys, 

kingarthur10:
by looking at the cmake-log I assume that your platform is Linux, unfortunately 
the library is only tested under Windows (compiled with MSVC2010) but it’s on 
the roadmap to fix the cmake-files to support Linux builds as well.  If you 
know some cmake I would point you to start looking into the OSGDep.cmake file 
in the CMakeModules folder, for instance the OSG_BIN_FILES_DEBUG/ 
OSG_BIN_FILES_RELEASE variables should probably be empty for Linux builds (you 
usually keep your shared libraries in the path at one location).

kornerr:
Yes I'll try to upload some screenshots to github tonight, the sample media is 
however not that impressive so it’s on my todo-list to get some better showcase 
art.

Best regards,
Johan

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=62422#62422





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [Build error] GL_SEPARATE_ATTRIBS not declared

2015-01-22 Thread Robert Osfield
Hi Alexey,

I presume this is an issue with the Windows gl.h not being up to date.  I
have just added the missing #define to include/osg/GLDefines. Could you do
an svn update and let me know if this is now fixed.

Thanks,
Robert.

On 22 January 2015 at 14:08, Alexey Pavlov alex...@gmail.com wrote:

 Trying build trunk with mingw-w64 get:

 [  0%] Building CXX object src/osg/CMakeFiles/osg.dir/Program.obj

 C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osg/Program.cpp:
 In constructor 'osg::Program::Program()':

 C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osg/Program.cpp:140:67:
 error: 'GL_SEPARATE_ATTRIBS' was not declared in this scope

  _numGroupsX(0), _numGroupsY(0), _numGroupsZ(0),
 _feedbackmode(GL_SEPARATE_ATTRIBS)

^

 src/osg/CMakeFiles/osg.dir/build.make:2354: recipe for target
 'src/osg/CMakeFiles/osg.dir/Program.obj' failed

 make[2]: *** [src/osg/CMakeFiles/osg.dir/Program.obj] Error 1

 CMakeFiles/Makefile2:249: recipe for target
 'src/osg/CMakeFiles/osg.dir/all' failed

 make[1]: *** [src/osg/CMakeFiles/osg.dir/all] Error 2

 Makefile:117: recipe for target 'all' failed

 make: *** [all] Error 2



 Regards,
 Alexey.

 ___
 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] [PATCH] Export fix for Windows platform

2015-01-22 Thread Alexey Pavlov
2015-01-22 17:56 GMT+03:00 Robert Osfield robert.osfi...@gmail.com:

 Hi Alexey,

 Could yo post the whole modified file, thanks,


No problem - in attach. But I wonder why need full file file.


 Robert.

 On 22 January 2015 at 13:19, Alexey Pavlov alex...@gmail.com wrote:

 Next patch fix build OSG from trunk with mingw-w64:

 --- OpenSceneGraph/src/osg/DisplaySettings.cpp.orig 2015-01-22
 16:14:40.44560 +0300
 +++ OpenSceneGraph/src/osg/DisplaySettings.cpp 2015-01-22
 16:15:14.50040 +0300
 @@ -25,7 +25,7 @@

  #if defined(WIN32)  !defined(__CYGWIN__)
  #includeWindows.h
 -extern C { _declspec(dllexport) DWORD NvOptimusEnablement=0x0001; }
 +extern C { OSG_EXPORT DWORD NvOptimusEnablement=0x0001; }
  #else
  extern C { int NvOptimusEnablement=0x0001; }
  #endif


 Regards,
 Alexey.

 ___
 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


/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
 *
 * This library is open source and may be redistributed and/or modified under
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * OpenSceneGraph Public License for more details.
*/
#include osg/DisplaySettings
#include osg/ArgumentParser
#include osg/ApplicationUsage
#include osg/Math
#include osg/Notify
#include osg/ref_ptr

#include algorithm
#include string.h

using namespace osg;
using namespace std;

#if defined(WIN32)  !defined(__CYGWIN__)
#includeWindows.h
extern C { OSG_EXPORT DWORD NvOptimusEnablement=0x0001; }
#else
extern C { int NvOptimusEnablement=0x0001; }
#endif

void DisplaySettings::setNvOptimusEnablement(int value)
{
NvOptimusEnablement = value;
}

int DisplaySettings::getNvOptimusEnablement() const
{
return NvOptimusEnablement;
}

ref_ptrDisplaySettings DisplaySettings::instance()
{
static ref_ptrDisplaySettings s_displaySettings = new DisplaySettings;
return s_displaySettings;
}

OSG_INIT_SINGLETON_PROXY(ProxyInitDisplaySettings, DisplaySettings::instance())

DisplaySettings::DisplaySettings(const DisplaySettings vs):Referenced(true)
{
setDisplaySettings(vs);
}

DisplaySettings::~DisplaySettings()
{
}


 DisplaySettings DisplaySettings::operator = (const DisplaySettings vs)
{
if (this==vs) return *this;
setDisplaySettings(vs);
return *this;
}

void DisplaySettings::setDisplaySettings(const DisplaySettings vs)
{
_displayType = vs._displayType;
_stereo = vs._stereo;
_stereoMode = vs._stereoMode;
_eyeSeparation = vs._eyeSeparation;
_screenWidth = vs._screenWidth;
_screenHeight = vs._screenHeight;
_screenDistance = vs._screenDistance;

_splitStereoHorizontalEyeMapping = vs._splitStereoHorizontalEyeMapping;
_splitStereoHorizontalSeparation = vs._splitStereoHorizontalSeparation;

_splitStereoVerticalEyeMapping = vs._splitStereoVerticalEyeMapping;
_splitStereoVerticalSeparation = vs._splitStereoVerticalSeparation;

_splitStereoAutoAdjustAspectRatio = vs._splitStereoAutoAdjustAspectRatio;

_doubleBuffer = vs._doubleBuffer;
_RGB = vs._RGB;
_depthBuffer = vs._depthBuffer;
_minimumNumberAlphaBits = vs._minimumNumberAlphaBits;
_minimumNumberStencilBits = vs._minimumNumberStencilBits;
_minimumNumberAccumRedBits = vs._minimumNumberAccumRedBits;
_minimumNumberAccumGreenBits = vs._minimumNumberAccumGreenBits;
_minimumNumberAccumBlueBits = vs._minimumNumberAccumBlueBits;
_minimumNumberAccumAlphaBits = vs._minimumNumberAccumAlphaBits;

_maxNumOfGraphicsContexts = vs._maxNumOfGraphicsContexts;
_numMultiSamples = vs._numMultiSamples;

_compileContextsHint = vs._compileContextsHint;
_serializeDrawDispatch = vs._serializeDrawDispatch;
_useSceneViewForStereoHint = vs._useSceneViewForStereoHint;

_numDatabaseThreadsHint = vs._numDatabaseThreadsHint;
_numHttpDatabaseThreadsHint = vs._numHttpDatabaseThreadsHint;

_application = vs._application;

_maxTexturePoolSize = vs._maxTexturePoolSize;
_maxBufferObjectPoolSize = vs._maxBufferObjectPoolSize;

_implicitBufferAttachmentRenderMask = vs._implicitBufferAttachmentRenderMask;
_implicitBufferAttachmentResolveMask = vs._implicitBufferAttachmentResolveMask;

_glContextVersion = vs._glContextVersion;
_glContextFlags = vs._glContextFlags;
_glContextProfileMask = 

Re: [osg-users] [Build error] GL_SEPARATE_ATTRIBS not declared

2015-01-22 Thread Alexey Pavlov
2015-01-22 18:10 GMT+03:00 Robert Osfield robert.osfi...@gmail.com:

 Hi Alexey,

 I presume this is an issue with the Windows gl.h not being up to date.  I
 have just added the missing #define to include/osg/GLDefines. Could you do
 an svn update and let me know if this is now fixed.

 You add wrong define:
Need  -  GL_SEPARATE_ATTRIBS
Added  -  GL_INTERLEAVED_ATTRIBS

Regards,
Alexey.


 Thanks,
 Robert.

 On 22 January 2015 at 14:08, Alexey Pavlov alex...@gmail.com wrote:

 Trying build trunk with mingw-w64 get:

 [  0%] Building CXX object src/osg/CMakeFiles/osg.dir/Program.obj

 C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osg/Program.cpp:
 In constructor 'osg::Program::Program()':

 C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osg/Program.cpp:140:67:
 error: 'GL_SEPARATE_ATTRIBS' was not declared in this scope

  _numGroupsX(0), _numGroupsY(0), _numGroupsZ(0),
 _feedbackmode(GL_SEPARATE_ATTRIBS)

^

 src/osg/CMakeFiles/osg.dir/build.make:2354: recipe for target
 'src/osg/CMakeFiles/osg.dir/Program.obj' failed

 make[2]: *** [src/osg/CMakeFiles/osg.dir/Program.obj] Error 1

 CMakeFiles/Makefile2:249: recipe for target
 'src/osg/CMakeFiles/osg.dir/all' failed

 make[1]: *** [src/osg/CMakeFiles/osg.dir/all] Error 2

 Makefile:117: recipe for target 'all' failed

 make: *** [all] Error 2



 Regards,
 Alexey.

 ___
 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] [ANN] [General Purpose Graphical Introspection]

2015-01-22 Thread michael kapelko
So what problems does your software solve exactly? I couldn't understand it.

2015-01-22 18:56 GMT+07:00 Julien Valentin julienvalenti...@gmail.com:

 Corrected post with a little more info

 My basic idea was to use QT wrapping in order to do create and call method
 object at runtime as cppintrospection …
 But QML seamed quite promising in order to bring both wrapping and
 graphical boxing.

 So I develop some kind of preprecompiler (before moc so I called it pmoc)
 that read cpp headers and generates customisable QMLplugin code in order to
 handle:
 -Nodal logic ( via config file:copy/paste+fx ambiguities leverage)
 -Pointer life cycle ( via config file: handle smartpointer/normalpointer)
 -Native object boxing (put native object in QT boxes)
 -Graphical menu for action ambiguities leverage (when selected and copied
 type can be used in several action
 -CPP2QML method wrapping (not finished..I’m doing it by hand for the
 moment)

 I tryied to explain a test case applying code generation to OpenSceneraph
 library on the website  but it’s not very technically detailled….(and
 written in French)
 http://osg4noob.olympe.in

 Here's a gross demo
 http://youtu.be/yAYs5-lYj7k

 Here's an eldest video showing how to create a particle system
 https://www.youtube.com/watch?v=mAxGVT_d1bE


 So the purpose of the underlying tool is not restricted to osg but almost
 all cpp libraries (without twisted stuff…ex: I have some grammar problems
 parsing Bullet headers)

 So Before you tell it “Yes, the interface is ugly” because osg is my
 testbench and I have lower level things to do like improve the generated
 code for ex…

 Here’s an external reference about something near to what i’m doing (
 https://www.qtdeveloperdays.com/2013/sites/default/files/presentation_pdf/QtDevDaysSFO-2013_WrappingCppForQml_final.pdf
 )
 Is anyone know how to raise money for this kind of project?


 Best regards,
 Julien

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=62427#62427





 ___
 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] [PATCH] Export fix for Windows platform

2015-01-22 Thread Robert Osfield
Hi Alexey,

Could yo post the whole modified file, thanks,

Robert.

On 22 January 2015 at 13:19, Alexey Pavlov alex...@gmail.com wrote:

 Next patch fix build OSG from trunk with mingw-w64:

 --- OpenSceneGraph/src/osg/DisplaySettings.cpp.orig 2015-01-22
 16:14:40.44560 +0300
 +++ OpenSceneGraph/src/osg/DisplaySettings.cpp 2015-01-22
 16:15:14.50040 +0300
 @@ -25,7 +25,7 @@

  #if defined(WIN32)  !defined(__CYGWIN__)
  #includeWindows.h
 -extern C { _declspec(dllexport) DWORD NvOptimusEnablement=0x0001; }
 +extern C { OSG_EXPORT DWORD NvOptimusEnablement=0x0001; }
  #else
  extern C { int NvOptimusEnablement=0x0001; }
  #endif


 Regards,
 Alexey.

 ___
 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] GL_SEPARATE_ATTRIBS not declared

2015-01-22 Thread Alexey Pavlov
2015-01-22 23:03 GMT+03:00 Alexey Pavlov alex...@gmail.com:



 2015-01-22 19:02 GMT+03:00 Alexey Pavlov alex...@gmail.com:



 2015-01-22 18:10 GMT+03:00 Robert Osfield robert.osfi...@gmail.com:

 Hi Alexey,

 I presume this is an issue with the Windows gl.h not being up to date.
 I have just added the missing #define to include/osg/GLDefines. Could you
 do an svn update and let me know if this is now fixed.

 You add wrong define:
 Need  -  GL_SEPARATE_ATTRIBS
 Added  -  GL_INTERLEAVED_ATTRIBS


 Get now another similar errors:

 [ 21%] Building CXX object
 src/osgWrappers/serializers/osg/CMakeFiles/osgdb_serializers_osg.dir/AudioStream.obj

 Linking CXX shared library ../../bin/libosgSim.dll

 C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osgTerrain/GeometryPool.cpp:
 In member function 'virtual osg::ref_ptrosgTerrain::SharedGeometry
 osgTerrain::GeometryPool::getOrCreateGeometry(osgTerrain::TerrainTile*)':

 C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osgTerrain/GeometryPool.cpp:317:50:
 error: 'GL_LINES_ADJACENCY' was not declared in this scope

  GLenum primitiveTypes = _useGeometryShader ? GL_LINES_ADJACENCY :
 GL_QUADS;

   ^

 C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osgTerrain/GeometryPool.cpp:
 In member function 'virtual osg::ref_ptrosg::Program
 osgTerrain::GeometryPool::getOrCreateProgram(osgTerrain::GeometryPool::LayerTypes)':

 C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osgTerrain/GeometryPool.cpp:643:60:
 error: 'GL_LINES_ADJACENCY' was not declared in this scope

  program-setParameter( GL_GEOMETRY_INPUT_TYPE_EXT,
 GL_LINES_ADJACENCY );

 ^

 [ 21%] Building CXX object
 src/osgWrappers/serializers/osg/CMakeFiles/osgdb_serializers_osg.dir/AutoTransform.obj


All defines are present in glext.h for mingw-w64. Wonder why  they not
defined. See:

https://github.com/Alexpux/mingw-w64/blob/master/mingw-w64-headers/include/GL/glext.h




 Regards,
 Alexey.


 Thanks,
 Robert.

 On 22 January 2015 at 14:08, Alexey Pavlov alex...@gmail.com wrote:

 Trying build trunk with mingw-w64 get:

 [  0%] Building CXX object src/osg/CMakeFiles/osg.dir/Program.obj

 C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osg/Program.cpp:
 In constructor 'osg::Program::Program()':

 C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osg/Program.cpp:140:67:
 error: 'GL_SEPARATE_ATTRIBS' was not declared in this scope

  _numGroupsX(0), _numGroupsY(0), _numGroupsZ(0),
 _feedbackmode(GL_SEPARATE_ATTRIBS)

^

 src/osg/CMakeFiles/osg.dir/build.make:2354: recipe for target
 'src/osg/CMakeFiles/osg.dir/Program.obj' failed

 make[2]: *** [src/osg/CMakeFiles/osg.dir/Program.obj] Error 1

 CMakeFiles/Makefile2:249: recipe for target
 'src/osg/CMakeFiles/osg.dir/all' failed

 make[1]: *** [src/osg/CMakeFiles/osg.dir/all] Error 2

 Makefile:117: recipe for target 'all' failed

 make: *** [all] Error 2



 Regards,
 Alexey.

 ___
 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] [ANN] [General Purpose Graphical Introspection]

2015-01-22 Thread michael kapelko
It would be nice to see some explanation video with real world examples of
yours.

2015-01-23 6:17 GMT+07:00 Julien Valentin julienvalenti...@gmail.com:

 I'll try to stay simple:
 pmoc generate customisable and extendable graphical components embedding
 objects method and I use in a generic Editor to demonstrate the ability to
 do runtime graphical programmation:
 The paste feature introspects the selected object and calls the method
 that can be used with copied object as a parameter. If several methods fit
 the couple (class of selected /class of copied) then a menu popup in order
 to ask you which you want to call.
 So It avoids programmation and compilation steps as all is done at runtime.

 More globally (and from my point of view), it allows to highlight
 features  (and so on bugs) of  C++ heterogenous (or not in the case of my
 osg experiment) libraries and allows to mix them in a generalized graphical
 context to manipulate them.

 Personnally, I use osg4noob to introspect my own classes when i'm not sure
 of what I'm doing(where to put what) or when my scene is becoming too
 complex (ex:it allows to know which PagedLOD are in RAM). It saves me a lot
 of coding time and so I thought the underlying pmoc was an interesting
 project to developp deeper.




 kornerr wrote:
  So what problems does your software solve exactly? I couldn't understand
 it.
 


 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=62446#62446





 ___
 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] [Qt] Create a HUD (by using QGraphicsView / QGraphicsScene )

2015-01-22 Thread Nicolas MORENO
Hi,

I work on a project using OSG (with OSG Earth). I create HMI with Qt and add 
OSG (Earth) view using osgQt::GLWidget devived class 
(osgEarth::QtGui::ViewerWidget ) and it's work fine.

My application needs a HUD over the OSG widget but when I display QWdiget over 
the GLWidget, it has a black background (only when it is over the GLWidget). 
It's look like Qt can do transparency when OSG widget is behind. There is a 
solution for this ?

On the net, I found information about QGraphicsView and QGraphicsScene to make 
a HUD but when I try to use it, ma application crash to runtime with a lot of 
OpenGl error. 

My code looks like :


Code:
_viewerWidget = new GLWidget(viewer);
_viewerWidget-setAutoFillBackground(true);;

_views.clear();
_viewerWidget-getViews( _views );

_viewerWidget-makeCurrent();

QGraphicsView* view = new QGraphicsView();
view-setViewport(_viewerWidget);
view-setViewportUpdateMode(QGraphicsView::FullViewportUpdate);

QGraphicsScene* scene = new QGraphicsScene();
scene-addWidget(new LeftPanel());
view-setScene(scene);

// Add to MainWindow
_ui.widgetForOsg-layout()-addWidget(view);



I have a look to osgQtWidgets example but I don't found how to use correctly 
QGraphicsView and QGraphicsScene.

Can you help me please ?

Thank you!

Cheers,
Nicolas

PS: sorry for my (low) level of english[/code]

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=62437#62437





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [ANN] [General Purpose Graphical Introspection]

2015-01-22 Thread Julien Valentin
I'll try to stay simple: 
pmoc generate customisable and extendable graphical components embedding 
objects method and I use in a generic Editor to demonstrate the ability to do 
runtime graphical programmation:
The paste feature introspects the selected object and calls the method that can 
be used with copied object as a parameter. If several methods fit the couple 
(class of selected /class of copied) then a menu popup in order to ask you 
which you want to call.
So It avoids programmation and compilation steps as all is done at runtime.

More globally (and from my point of view), it allows to highlight features  
(and so on bugs) of  C++ heterogenous (or not in the case of my osg experiment) 
libraries and allows to mix them in a generalized graphical context to 
manipulate them. 

Personnally, I use osg4noob to introspect my own classes when i'm not sure of 
what I'm doing(where to put what) or when my scene is becoming too complex 
(ex:it allows to know which PagedLOD are in RAM). It saves me a lot of coding 
time and so I thought the underlying pmoc was an interesting project to 
developp deeper.




kornerr wrote:
 So what problems does your software solve exactly? I couldn't understand it.
 


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=62446#62446





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [PATCH] Export fix for Windows platform

2015-01-22 Thread Robert Osfield
Hi Alexey,

On 22 January 2015 at 15:55, Alexey Pavlov alex...@gmail.com wrote:

 No problem - in attach. But I wonder why need full file file.


Thanks, fix now merged and submitted to svn/trunk.

I request full files as it's more reliable than applying diff's and avoids
any potential copy and paste mistakes at either end.  When I do my merges I
use a graphical diff so I can see the changes properly in context - without
this you can't really make a proper assessment of the fix.  I I try to use
patch files I'd need to apply the patch files, hope that they merge
correctly (but don't have a full proof way of confirming this) and then do
the graphical diff against a second check out of the repository.   So it
all boils down to QA and efficiency.

Cheers,
Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [Build error] GL_SEPARATE_ATTRIBS not declared

2015-01-22 Thread Robert Osfield
On 22 January 2015 at 16:02, Alexey Pavlov alex...@gmail.com wrote:

 You add wrong define:
 Need  -  GL_SEPARATE_ATTRIBS
 Added  -  GL_INTERLEAVED_ATTRIBS


Oopps... now added GL_SEPARATE_ATTRIBS as well.  Now checked into svn/trunk.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [Build error] GL_SEPARATE_ATTRIBS not declared

2015-01-22 Thread Alexey Pavlov
2015-01-22 19:02 GMT+03:00 Alexey Pavlov alex...@gmail.com:



 2015-01-22 18:10 GMT+03:00 Robert Osfield robert.osfi...@gmail.com:

 Hi Alexey,

 I presume this is an issue with the Windows gl.h not being up to date.  I
 have just added the missing #define to include/osg/GLDefines. Could you do
 an svn update and let me know if this is now fixed.

 You add wrong define:
 Need  -  GL_SEPARATE_ATTRIBS
 Added  -  GL_INTERLEAVED_ATTRIBS


Get now another similar errors:

[ 21%] Building CXX object
src/osgWrappers/serializers/osg/CMakeFiles/osgdb_serializers_osg.dir/AudioStream.obj

Linking CXX shared library ../../bin/libosgSim.dll

C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osgTerrain/GeometryPool.cpp:
In member function 'virtual osg::ref_ptrosgTerrain::SharedGeometry
osgTerrain::GeometryPool::getOrCreateGeometry(osgTerrain::TerrainTile*)':

C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osgTerrain/GeometryPool.cpp:317:50:
error: 'GL_LINES_ADJACENCY' was not declared in this scope

 GLenum primitiveTypes = _useGeometryShader ? GL_LINES_ADJACENCY :
GL_QUADS;

  ^

C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osgTerrain/GeometryPool.cpp:
In member function 'virtual osg::ref_ptrosg::Program
osgTerrain::GeometryPool::getOrCreateProgram(osgTerrain::GeometryPool::LayerTypes)':

C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osgTerrain/GeometryPool.cpp:643:60:
error: 'GL_LINES_ADJACENCY' was not declared in this scope

 program-setParameter( GL_GEOMETRY_INPUT_TYPE_EXT,
GL_LINES_ADJACENCY );

^

[ 21%] Building CXX object
src/osgWrappers/serializers/osg/CMakeFiles/osgdb_serializers_osg.dir/AutoTransform.obj



 Regards,
 Alexey.


 Thanks,
 Robert.

 On 22 January 2015 at 14:08, Alexey Pavlov alex...@gmail.com wrote:

 Trying build trunk with mingw-w64 get:

 [  0%] Building CXX object src/osg/CMakeFiles/osg.dir/Program.obj

 C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osg/Program.cpp:
 In constructor 'osg::Program::Program()':

 C:/git/mingw/mingw-w64-openscenegraph-git/src/OpenSceneGraph/src/osg/Program.cpp:140:67:
 error: 'GL_SEPARATE_ATTRIBS' was not declared in this scope

  _numGroupsX(0), _numGroupsY(0), _numGroupsZ(0),
 _feedbackmode(GL_SEPARATE_ATTRIBS)

^

 src/osg/CMakeFiles/osg.dir/build.make:2354: recipe for target
 'src/osg/CMakeFiles/osg.dir/Program.obj' failed

 make[2]: *** [src/osg/CMakeFiles/osg.dir/Program.obj] Error 1

 CMakeFiles/Makefile2:249: recipe for target
 'src/osg/CMakeFiles/osg.dir/all' failed

 make[1]: *** [src/osg/CMakeFiles/osg.dir/all] Error 2

 Makefile:117: recipe for target 'all' failed

 make: *** [all] Error 2



 Regards,
 Alexey.

 ___
 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] How to rotate camera in openscenegraph(Walk Through in Model)?

2015-01-22 Thread Goutham Mudide
Hi,

I have loaded 3D Model in my scene and i want to walk through in the world. i 
achieved forward,backward,left,right,up and down but i need to rotate my camera 
at that camera location about x,y,z but i aam not able to get please help me??

please look at my code which is attached to this topic.

Thank you!

Cheers,
Goutham

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=62452#62452





Main_WT.cpp
Description: Binary data
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org