Re: [osg-users] Enable Qt5Widgets_DIR into cmake (GUI)

2018-09-05 Thread Konstantin Podsvirov
Hello Andrea,10:39, 5 September 2018 г., Andrea Martini :Dear all,i would like to enable Qt5 form Cmake(GUI) 3.8.2 using OSG 3.5.3 on Windows10. I installed QT 5.8.0 in c:\QT\... and i set environment variable QTDIR to C:\Qt\Qt5.8.0\5.8\msvc2013_64My focus consits in get osgQtBrowser and osgQtWidgets example projects in osg solutions (visual studio 2013).What i get is:Ungrouped Entries-> Qt5Widgets_DIR =  Qt5Widgets_DIR-NOTFOUNDFurthermore, several QT -> items are automatically filled with NOFOUND (after Configure process). I must manually fill each items!!!Is there a way to tell CMAKE to fill all qt entries automatically?Thank you in advanceRegardsAndrea... Thank you!Cheers,AndreaJust add C:\Qt\Qt5.8.0\5.8\msvc2013_64 to CMAKE_PREFIX_PATH variable.___
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Re: [osg-users] osgQt include files

2018-08-11 Thread Konstantin Podsvirov
Hello Michael!0:13, 12 August 2018 г., "Michael W. Hall" :This may have been answered.  I got the latest version ofOpenSceneGraph from github.  It is version 3.7.  I built and installed.When I try to compile my program I am getting the following error:In file included from/home/hallmw/Projects/osgMap/applications/osgmap/osgmap.cpp:12:0:/home/hallmw/Projects/osgMap/include/osgmap/MainWindow:31:34: fatalerror: osgQt/GraphicsWindowQt: No such file or directoryI can check that directory and there are no header files in it.  Anyidea whey they are missing?Thanks,MichaelThe osgQt now is a separate project.You should build and install osgQt too.https://github.com/openscenegraph/osgQt--Regards,Konstantin Podsvirov
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Re: [osg-users] [EXTERNAL] Re: Is there a binary distribution available for version 3.4.0?

2017-10-05 Thread Konstantin Podsvirov
Hello all!Your can try DaD's Project installers:https://dad.podsvirov.pro/houseOSG and other binaries for MSVC 2013 available.Also lookup Microsoft's vcpkg project (MSVC 2015 and later).5:00, 6 October 2017 г., Brian Davis :







Our timeframe is actually pretty urgent.  We are trying to get some software through a scanning tool for export/IP compliance.  It would be easier for us to add
 an existing distribution to the cloud scanning tool, rather than our own build.
 
I’ll reach out internally to understand their definition of publicly maintained as well.  One available from openscenegraph.org would certainly meet that criteria,
 but I’m not sure when we go outside of that.
 
Many thanks for the responses,

Brian

 


From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org]
On Behalf Of Chris Hanson
Sent: Thursday, October 05, 2017 1:53 PM
To: OpenSceneGraph Users 
Subject: Re: [osg-users] [EXTERNAL] Re: Is there a binary distribution available for version 3.4.0?


 
External Sender: Use caution with links/attachments.




Hi Brian, we had one for a while, but the system hasn't been updated recently because one of our developers who maintained it is working elsewhere at this time. So, we don't have a 3.4 build.


 


I can look into reviving it at some point -- how urgent is your timeframe?

 


 




 

On Thu, Oct 5, 2017 at 12:06 PM, Stuart Mentzer  wrote:


Hi Brian,

No, we aren't using VS 2013 any more. If you are in a pickle for VS 2013 builds contact me and we'll look at the options for getting that done.

Regards,
Stuart

--
Stuart Mentzer
Objexx Engineering
Office  +1 781 455 1150 x11
Mobile +1 781 708 3872




On 10/5/2017 1:59 PM, Brian Davis wrote:



Thanks for the response, Stuart.  Much appreciated.
 
Do you have a Visual Studio 2013 version?  It looks like no, based on your web site, but I wanted to
 ask.
 
Cheers,
Brian
 


From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org]
On Behalf Of Stuart Mentzer
Sent: Thursday, October 05, 2017 2:26 AM
To: osg-users@lists.openscenegraph.org
Subject: [EXTERNAL] Re: [osg-users] Is there a binary distribution available for version 3.4.0?


 
External Sender: Use caution with links/attachments.

Hi Brian,

I'm not sure what your definition of publicly maintained is but my company is providing Windows builds of OSG 3.4.0 at

http://objexx.com/OpenSceneGraph.html. We set up an automated build system because we need these binaries ourselves and we found no other source for recent releases.

We are willing to entertain requests for additional 3rd party libraries and for builds of development releases. We will be posting 3.4.1 binaries within the next couple of weeks (waiting for Qt 5.9.2 or 5.10) and we could also post 3.4.0 builds with up-to-date
 3rd party library versions.

If you have any questions about our builds just let me know.

Regards,
Stuart

--
Stuart Mentzer
Objexx Engineering

 

On 10/5/2017 3:01 AM, Brian Davis wrote:




Are there any publicly maintained binary distributions of version 3.4.0 available for Windows?


 


For purposes of IP compliance scans of our software, use of a publicly maintained binary distribution
 works better than building it ourselves.  We currently have binaries that we have built, but are interested in using a public binary distribution if available.


 


Thanks,


Brian





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Re: [osg-users] QtQuickFrameBufferObject and GraphicsContexts

2017-08-22 Thread Konstantin Podsvirov
Hello Antoine!

22.08.2017, 19:51, "Antoine Rennuit" :
> Hi all
>
> I have integrated OSG within QQuick 2 via QtQuickFramebufferObject, it is 
> working great with complex scenes and within a complex application behind the 
> hood, except for 1 point: I sometimes observe flickering of the whole window 
> (it is not only the 3d view that flickers but the whole application window - 
> check the video here (https://youtu.be/NlAxvTAVpl0)). It is not periodic, 
> only every now and then, it can get crazy for a few seconds and then calms 
> down.
>
> In QtQuick the windowing system is actually rendered in OpenGL (hence the 
> complexity). QtQuickFramebufferObject provides you with the tools to design a 
> custom 3d item, and is thus the preferred way to implement a 3d view.
>
> QtQuickFramebufferObject has you define a renderer and create a Qt compatible 
> GL framebuffer in a function called by the QtQuick framework
>
> Code:
> QOpenGLFramebufferObject* OsgRenderer::createFramebufferObject(const QSize 
> &size)
> {
> QOpenGLFramebufferObjectFormat format;
> format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
> return new QOpenGLFramebufferObject(size, format);
> }
>
> it then has you write a render function also called by the QtQuick 2 
> framework, this is where I call my OSG rendering
>
> Code:
>
> void OsgRenderer::render()
> {
> assert(m_osgItem);
>
> if ( !m_osgItem->getViewer() )
> return;
>
> // Without this line the model is not displayed in the second
> // and subsequent frames.
> QOpenGLContext::currentContext()->functions()->glUseProgram(0);
>
> // Ask OSG to render.
> m_osgItem->getViewer()->frame(); // WARNING: non-blocking (executed in a 
> thread of its own - in a thread-safe way).
>
> // Reset OpenGl state for QtQuick.
> m_osgItem->window()->resetOpenGLState();
> }
>
> The QtQuick framework then merges the framebuffer in which I rendered with 
> its own rendering to display the final image.
>
> Now I suspect my flickering issue comes from a problem of GL context mix-up 
> between QtQuick and OSG.
>
> So I have inherited osgViewer::GraphicsWindowEmbedded to use as custom 
> GraphicsContext which binds and releases the framebuffer created above:
>
> Code:
>
> bool OsgWindow::makeCurrentImplementation()
> {
> if (!m_renderer)
> return false;
>
> if (!m_renderer->framebufferObject())
> return false;
>
> return m_renderer->framebufferObject()->bind();
> }
>
> bool OsgWindow::releaseContextImplementation()
> {
> if (!m_renderer)
> return false;
>
> if (!m_renderer->framebufferObject())
> return false;
>
> return m_renderer->framebufferObject()->release();
> }
>
> Does that ensure me that the OSG rendering in frame() is written to this FBO?
>
> Also as far as I know, the GL context is kept in OsgWindow (it inherits 
> osgViewer::GraphicsWindowEmbedded as stated above), but is it reapplied at 
> each frame? i.e. the GL context is modified by QtQuick's own GL rendering but 
> am I sure that it is put back in place for OSG's correct rendering when I 
> call frame()? If not, is there a way for me to enforce OSG's GL context is 
> not modified by QtQuick?
>
> Thanks a lot,
>
> Antoine
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=71500#71500
>
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Please review source code of the other similar projects:

a) osgQtQuick

https://github.com/podsvirov/osgqtquick

b) qmlosg

https://github.com/rickyviking/qmlosg

c) QtQuick2OSGItem

https://bitbucket.org/leon_manukyan/qtquick2osgitem

Perhaps you will find answers to your questions or help develop another project.

--
Regards,
Konstantin Podsvirov - osgQtQuick author
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Re: [osg-users] change default coordinate system unit

2017-05-30 Thread Konstantin Podsvirov
Hello!7:58, 31 May 2017 г., Vinoth Rajendran :Hi,in osg default coordinate system units are in 'meters'.i am developing a 2D application in that i want change coordinate system units to Lat Lon in Degrees and also respective 2D Projection, is it possible ? and is there any 2D Camera Manipulator in OSG ? Thank you!Cheers,Vinoth--Read this topic online here:http://forum.openscenegraph.org/viewtopic.php?p=70999#70999___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.orgYou know about the project osgEarth? It is based on the OSG. It seems to me that this project has already answered many of your questions.--Regards,Konstantin Podsvirov
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Re: [osg-users] Fwd: how to solve QT5 multi-thread problem

2017-02-12 Thread Konstantin Podsvirov
9:22, 13 February 2017 г., "来恩" : Hello Konstantin,   Was the environment variable QSG_RENDER_LOOP provided in QT5.8? It's internal variable added in Qt5 to configure render loop type.What's your working environment? For example, what QT version and OSG version is? You can try my environment via "DaD's House":https://dad.podsvirov.proWhat's the type of osgDB.Loader mean?Please read reference documentation:https://podsvirov.github.io/osgqtquick/osgdoc/index.html   Thanks a lot.Regards,  Glen-- 原始邮件 --发件人:Konstantin Podsvirov "konstan...@podsvirov.pro"  时 间:2017/02/13 13:42:11 星期一  收件人:OpenSceneGraph Users "osg-users@lists.openscenegraph.org"  抄送人:  主 题:[osg-users] Fwd: how  to  solve   QT5  multi-thread  problem  Hello, Glen.   8:07, 13 February 2017 г., "来恩" <first_...@21cn.com>:   Hello, Konstantin: Thanks you for your response. I noticed that the project you mentioned was done with QT5. But there is a multi-thread problem when osg works well with QT5. My application really needs multi-thread functionality the load and unload data continously. Do you have osgqtquick project using QT4? Regards, Glen Project osgQtQuick now based on Qt5. The Qt4 not supported.  Threaded rendering now supported. You can set environment variable  QSG_RENDER_LOOP  to the value of "basic", "windows" or "threaded" also.  For asynchronous loading, you can use type osgDB.Loader.    -- 原始邮件 --发件人:Konstantin Podsvirov "konstan...@podsvirov.pro"时 间:2017/02/11 18:55:06 星期六收件人:osg-users "osg-users@lists.openscenegraph.org"抄送人:主 题:Re: [osg-users] how to solve QT5 multi-thread problem Hello.  13:09, 11 February 2017 г., "来恩" <first_...@21cn.com>:Hi All, Now I use QT4.8.7 as my application's GUI framework(it seems that there is no other better choice ), it works well with OSG. My users want me to upgrade my GUI, they said the GUI is too old and obsolete, so I plan to use QML technology to do this task. But how to embed QGLWidget into qml, i searched the solution on the internet, all of which is taken with QT5. But I knew there is some problem with multi-thread model when integrating OSG into QT5. So I raise this question, hope to see your replies.Thank you in advance.  Glenosg-users@lists.openscenegraph.org   http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org   ___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Have you tried the project osgQtQuick?   https://github.com/podsvirov/osgqtquick       -- Regards, Konstantin Podsvirov ___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.orgRegards,Konstantin Podsvirov
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[osg-users] Fwd:     how  to  solve  QT5  multi-thread  problem

2017-02-12 Thread Konstantin Podsvirov
Hello, Glen.8:07, 13 February 2017 г., "来恩" <first_...@21cn.com>:Hello, Konstantin: Thanks you for your response. I noticed that the project you mentioned was done with QT5. But there is a multi-thread problem when osg works well with QT5. My application really needs multi-thread functionality the load and unload data continously. Do you have osgqtquick project using QT4? Regards, Glen   Project osgQtQuick now based on Qt5. The Qt4 not supported.Threaded rendering now supported. You can set environment variable QSG_RENDER_LOOP to the value of "basic", "windows" or "threaded" also.For asynchronous loading, you can use type osgDB.Loader.------ 原始邮件 --发件人:Konstantin Podsvirov "konstan...@podsvirov.pro"  时 间:2017/02/11 18:55:06 星期六  收件人:osg-users "osg-users@lists.openscenegraph.org"  抄送人:  主 题:Re: [osg-users] how to solve QT5 multi-thread problem   Hello.   13:09, 11 February 2017 г., "来恩" <first_...@21cn.com>:   Hi All, Now I use QT4.8.7 as my application's GUI framework(it seems that there is no other better choice ), it works well with OSG. My users want me to upgrade my GUI, they said the GUI is too old and obsolete, so I plan to use QML technology to do this task. But how to embed QGLWidget into qml, i searched the solution on the internet, all of which is taken with QT5. But I knew there is some problem with multi-thread model when integrating OSG into QT5. So I raise this question, hope to see your replies.Thank you in advance.  Glenosg-users@lists.openscenegraph.org   http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.orgHave you tried the project osgQtQuick?  https://github.com/podsvirov/osgqtquick--  Regards,  Konstantin Podsvirov 
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Re: [osg-users] how to solve QT5 multi-thread problem

2017-02-11 Thread Konstantin Podsvirov
Hello.13:09, 11 February 2017 г., "来恩" :Hi All,   Now I use QT4.8.7 as my application's GUI framework(it seems that there is no other better choice ), it works well with OSG. My users want me to upgrade my GUI, they said the GUI is too old and obsolete, so I plan to use QML technology to do this task. But how to embed QGLWidget into qml, i searched the solution on the internet, all of which is taken with QT5. But I knew there is some problem with multi-thread model when integrating OSG into QT5. So I raise this question, hope to see your replies.Thank you in advance.    Glenosg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org   ___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.orgHave you tried the project osgQtQuick?https://github.com/podsvirov/osgqtquick--Regards,Konstantin Podsvirov
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[osg-users] [TEST PASSED] OSG 3.5.5 + osgQt 3.5.5 + osgQtQuick 2.0.0.8 via MinGW-w64 6.2.0

2017-01-11 Thread Konstantin Podsvirov
Hi all! Today I tried this bundle: OSG 3.5.5 + osgQt 3.5.5 + osgQtQuick 2.0.0 via MinGW-w64 6.2.0 I was able to build and run the app based on QtWidgets. I also run the test QML scripts project osgQtQuick. You don't need to build OSG, or osgQt osgQtQuick! Just use this. If you want to try it too, you can use the experimental installer: https://download.podsvirov.pro/installers/dad-0.3.1-windows-mingw64-unstable.exe More binaries at DaD's House: https://dad.podsvirov.pro/house I will be glad feedback. --Regards,Konstantin Podsvirov 
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Re: [osg-users] Qt3D 2.0 vs OSG

2016-10-26 Thread Konstantin Podsvirov
Hello, Andrew!

26.10.2016, 02:41, "Andrew Cunningham" :
> Hi,
>
> We are having a bit of an internal argument about using OSG as a 3.4 scene 
> graphs: the scene graph in QT3D2.0 (5.7 QT) QT for a Windows/C++ widget app. 
> We are already familiar with OSG 3.3 in a Windows/MFC application - that's 
> obviously a reason to use OSG. QT3D 2.0 But seems quite easy to use as well. 
> Maybe someone has more experiences with the Pros/Cons.
>
> Andrew
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=69158#69158

A few years ago, I experimented with Qt3D 1.0, but it functions for me then not 
enough.
I went to OSG and am using it now. The OSG project is developing for many years 
and he has a lot of possibilities.
Qt3D 2.0 is very much changed, but I don't use it actively.

Which compiler for Windows do you use?

Versions of the libraries that you specified match the environment I use.

You can try it now for MSVC2013 Windows:

http://download.podsvirov.pro/installers/dad-0.3.1-windows-vc12x86-testing.exe

or

http://download.podsvirov.pro/installers/dad-0.3.1-windows-vc12x64-testing.exe

More information on the project's website "DaD's House":

http://dad.podsvirov.pro

--
Regards,
Konstantin Podsvirov
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Re: [osg-users] QtQuick

2016-07-27 Thread Konstantin Podsvirov
Hello Antoine,

unfortunately I have no spare time for the extended response.

27.07.2016, 21:27, "Antoine Rennuit" :
> Hello Konstantin,
>
> Thanks a lot for you link, this is already a step forward.
>
> I am actually willing to code all my rendering in C++ (the rendering code is 
> actually already in place and inherited from our desktop application).
>
> Now in QtWidget I used to have a custom widget inheriting from both 
> osgViewer::Viewer and QGLWidget and this allowed me to provide the graphic 
> context (osgViewer::GraphicsWindowEmbedded) to my view, handle the events 
> (e.g. window resize, keyboard events, manipulate via 
> TrackballManipulator...), provide the scene data to the view, and actually 
> display a grid and the origin gizmo.
>
> I have the feeling that in your QML framework, the class closest to my old 
> widget is osgViewer:: ViewQtQuick.
>
> Now, from my C++ code, I am not sure how I can get a pointer or ref to the 
> object of class osgViewer:: ViewQtQuick, so as to provide the view with the 
> scene date, provide it with a camera manipulator... all these things which I 
> would like to do in C++ rather than in QML.
>
> I guess, a yet more fundamental question is: am I right in saying that with 
> this approach, I should create my view in QML and expect to get a handle to 
> it (pointer, ref...) in C++?

Approximately correctly.

The generalized answer can be found here:

http://doc.qt.io/qt-5/qtqml-cppintegration-topic.html

> I feel a bit lost in joining QML and C++ here...

This new technology, and I also have many more questions.

> Thanks,
>
> Antoine.

Sorry, that I did not provide an expanded response, but perhaps this is not our 
last conversation.

> 
> From: osg-users  on behalf of 
> Konstantin Podsvirov 
> Sent: 08 July 2016 11:38
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] QtQuick
>
> Hello Antoine and all!
>
> 12:28, 8 jul 2016 г., Antoine Rennuit :
>> Hi all,
>>
>> I am willing to use OSG with QtQuick. As OSG a QtQuick both use OpenGL to 
>> display things there are conflicts to handle. For instance, I would like to 
>> only use a reduced part of the OpenGL viewport to display 3D geometry from 
>> OSG (that is what is usually the 3D window in standard windowing systems). 
>> What is left of the viewport being solely used by QtQuick for its buttons, 
>> sliders...
>>
>> Hence my question: using OSG, is there a way to only render in a sub-area 
>> (or reduced rectangle) of the viewport?
>>
>> I have checked on the internet and I am a bit lost...
>
> For example osgQtQuick project:
>
> http://github.com/podsvirov/osgqtquick
>
>> Kind regards,
>>
>> Antoine.
>
> --
> Regards,
> Konstantin Podsvirov
> ,
>
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--
Regards,
Konstantin Podsvirov
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Re: [osg-users] QtQuick

2016-07-08 Thread Konstantin Podsvirov
Hello Antoine and all!12:28, 8 jul 2016 г., Antoine Rennuit :  Hi all,   I am willing to use OSG with QtQuick. As OSG a QtQuick both use OpenGL to display things there are conflicts to handle. For instance, I would like to only use a reduced part of the OpenGL viewport to display 3D geometry from OSG (that is what is usually the 3D window in standard windowing systems). What is left of the viewport being solely used by QtQuick for its buttons, sliders...   Hence my question: using OSG, is there a way to only render in a sub-area (or reduced rectangle) of the viewport?   I have checked on the internet and I am a bit lost... For example osgQtQuick project:http://github.com/podsvirov/osgqtquick  Kind regards,   Antoine.--Regards,Konstantin Podsvirov 
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Re: [osg-users] qmlosg (QtQuick + osg integration)

2016-06-14 Thread Konstantin Podsvirov
16:51, 14 june 2016 г., Wojtek Kowalski :Hi,I've got a problem when resizing window.When I try to make it bigger than initial size, then appears a white screen in this greater area and initial view doesn't change.Any hints?Thank you!Cheers,WojtekYou can try similar project osgQtQuick:http://github.com/podsvirov/osgqtquick
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Re: [osg-users] [build] 64 bit 3rdParty libs

2016-06-08 Thread Konstantin Podsvirov
Interesting!8:32, 9 june 2016 г., Shayne Tueller :This does not help me.Sorry. I need the Nvidia texture tools 64bit dependency which is not available on your website. I already have all the other 64 bit dependencies needed to build OSG 64bit. I'm just missing the Nvidia texture tools.Since no one has any input on this, the next step is to try and build them myself from source. I'm sure this will be an ugly mess...Sometimes we need build other code ;-)I found this link:https://github.com/castano/nvidia-texture-toolsWhat part of OSG use It?Shayne--Read this topic online here:http://forum.openscenegraph.org/viewtopic.php?p=67520#67520
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Re: [osg-users] [build] 64 bit 3rdParty libs

2016-06-08 Thread Konstantin Podsvirov
Hello Shayne!

09.06.2016, 02:27, "Shayne Tueller" :
> I went to your suggested website and it does not have the dependencies I 
> need...sorry.

I'm sorry - I didn't have time for extended response (I was on the transport 
and wrote a telephone).

On the website (http://dad.podsvirov.pro) you can find much more than just a 
3th party for OpenSceneGraph.
You can even find there the OpenSceneGraph binaries, which is built on the 
basis of:
- curl;
- freetype;
- jpeg;
- zlib;
- libpng;
- libtiff;
- libxml2;
- qt.

It's a development platform, created under the modular principle. You can use 
only the modules you need.
You will need:
- Download and run the appropriate installer;
- Choose the desired module (library);
- To complete the installation.

That's all - now you have a pre-built dependencies for your project.

> Shayne
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=67517#67517

Was my answer useful?

If there are still questions, I will try to answer them.

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Re: [osg-users] [build] 64 bit 3rdParty libs

2016-06-07 Thread Konstantin Podsvirov
Hello!You can try binaries for MSVC2013 32/64 bit from "DaD's Project":http://dad.podsvirov.pro16:50, 7 june 2016 г., Shayne Tueller :Hi,Using VS2013, I'm trying to build OSG 3.2.1 with 64 bit. I downloaded what I think is the correct 3rdParty libs for 64 bit. However, when I configure the build using CMake, it can't find any of the NVTT libraries. Looking in the 3rdParty/lib folder for x64, it appears all the nv*.lib object file libraries are missing. They are there for the x86 but not for x64.Does anyone know where I can get a reliable and complete set of 64 bit 3rdParty libs built with VS2013? What I downloaded from openscenegraph.org seems to be incomplete. Thank you!ShayneRegards,Konstantin Podsvirov
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Re: [osg-users] [build] CMake not finding many 3rd party plugins for vs2013

2016-05-28 Thread Konstantin Podsvirov
Hello!For vs2013 you can try prebuild binaries from DaD's House:http://dad.podsvirov.pro11:18, 28 may 2016 г., theo miller :Hi,I've followed the instructions on xinyustudio wordpress' tutorial for vs2013 (can't post links atm).Here is what I did :Download and extract OSG 3.4.0,Download and extract 3rdParty_VS2013_v120_x86_x64_V9_full.7z,Open CMake-gui 3.2.2, configure, set the 3rd party plugins to the folder I extracted the plugins to, configure,Then I get a ton of NOTFOUND 's for about 75% of the libs/includes in the list. Includes FFMPEG, DIRECTSHOW, DCMTK, COLLADA_INCLUDE_DOMANY_DIR, many others.Sure enough, some basic examples worked and most didn't.Is there a guide or a quick and painless way to setup OSG for VS2013 ?Thank you!Cheers,theoHave a nice day!
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Re: [osg-users] Question about OSG 3.4 doxygen

2016-04-26 Thread Konstantin Podsvirov
27.04.2016, 06:08, "Konstantin Podsvirov" :
> Hi Jordi!
>
> 26.04.2016, 23:59, "Jordi Torres" :
>> Hi again,
>>
>> Done. Tell me if you see something not working as it should.
>>
>> http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/index.html
>>
>> Cheers.
>
> Thank you for the work done, but it looks bad for me. I would even say awful. 
> :-(
>
> For example, compare page "Namespaces" - terrible formatting. It's flowers.

Here I take it back. The problem was with the caching of the styles in my 
browser (decided after pressing Crtl+R).

> The worst thing I saw: the description is missing some classes. For example 
> osgViewer::View is not documented at all.
> This is the first thing that caught my eye.
>
>> 2016-04-26 22:40 GMT+02:00 Jordi Torres :
>>> Hi Alex,
>>>
>>> Good point, I didn't notice it. I will upload the 3.4 docs ASAP.
>>>
>>> Thanks.
>>>
>>> 2016-04-26 22:06 GMT+02:00 Alex Taylor :
>>>> When you search for OSG documentation questions either using google or the 
>>>> openscenegraph website, all the links are to the OSG 3.2 doxygen.
>>>>
>>>> Is there a hosted web location where the OSG 3.4 generated oxygen is 
>>>> available?
>>>>
>>>> - Alex
>>>> ___
>>>> osg-users mailing list
>>>> osg-users@lists.openscenegraph.org
>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>> --
>>> Jordi Torres
>>
>> --
>> Jordi Torres
>
> I apologize for criticizing, but I hope it will be useful for the community.
>
> Please note my contribution made recently: 
> https://github.com/openscenegraph/OpenSceneGraph/pull/42
>
> Maybe this will help, too.
>
> --
> Regards,
> Konstantin Podsvirov
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Re: [osg-users] Question about OSG 3.4 doxygen

2016-04-26 Thread Konstantin Podsvirov
Hi Jordi!

26.04.2016, 23:59, "Jordi Torres" :
> Hi again,
>
> Done. Tell me if you see something not working as it should.
>
> http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/index.html
>
> Cheers.

Thank you for the work done, but it looks bad for me. I would even say awful. 
:-(

For example, compare page "Namespaces" - terrible formatting. It's flowers.

The worst thing I saw: the description is missing some classes. For example 
osgViewer::View is not documented at all.
This is the first thing that caught my eye.

> 2016-04-26 22:40 GMT+02:00 Jordi Torres :
>> Hi Alex,
>>
>> Good point, I didn't notice it. I will upload the 3.4 docs ASAP.
>>
>> Thanks.
>>
>> 2016-04-26 22:06 GMT+02:00 Alex Taylor :
>>> When you search for OSG documentation questions either using google or the 
>>> openscenegraph website, all the links are to the OSG 3.2 doxygen.
>>>
>>> Is there a hosted web location where the OSG 3.4 generated oxygen is 
>>> available?
>>>
>>> - Alex
>>> ___
>>> osg-users mailing list
>>> osg-users@lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>> --
>> Jordi Torres
>
> --
> Jordi Torres

I apologize for criticizing, but I hope it will be useful for the community.

Please note my contribution made recently: 
https://github.com/openscenegraph/OpenSceneGraph/pull/42

Maybe this will help, too.

--
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Re: [osg-users] [build] CMake 3.5.1 and OSG

2016-04-06 Thread Konstantin Podsvirov
Hello!You reale need OSG 3.5 and MSVC2015?For experiment you can try OSG 3.4 vs MSVC2013 from DaD's Project:http://dad.podsvirov.pro%D0%9E%D1%82%D0%BF%D1%80%D0%B0%D0%B2%D0%BB%D0%B5%D0%BD%D0%BE%20%D0%B8%D0%B7%20%D0%BC%D0%BE%D0%B1%D0%B8%D0%BB%D1%8C%D0%BD%D0%BE%D0%B9%20%D0%AF%D0%BD%D0%B4%D0%B5%D0%BA%D1%81%2E%D0%9F%D0%BE%D1%87%D1%82%D1%8B%3A%20http%3A%2F%2Fm%2Eya%2Eru%2Fymail19:47, 6 апреля 2016 г., Laurent Berger :Hi,I have downloaded openscengraph from git(master) and I have succesfully compiled and installed osg on windows 10-64bit using VS 2015. Now I want to use OSG lib and include with my own application using CMake 3.5.1. I have set var OSGDIr and cmake can find include but cannot find static lib. In lib folder I can find 38 lib like osg143-osgd.lib osg143-osg.lib...If I change osg143-osg.lib in osg.lib OSG_LIBRARY is found in cmake.What's wrong in my installed?... Thank you for your answerCheers,Laurent--Read this topic online here:http://forum.openscenegraph.org/viewtopic.php?p=66754#66754___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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Re: [osg-users] Dependencies links are dead

2016-03-10 Thread Konstantin Podsvirov
You can try binaries for MSVC2013 from my "DaD's Project":

http://dad.podsvirov.pro

10.03.2016, 19:42, "Peter Wraae Marino" :
> Hi,
>
> The dependencies "links" are dead for VisualStudio 2013. I tried both the 
> small and full and get an invalid page.
>
> page with links:
> http://www.openscenegraph.org/index.php/download-section/dependencies
>
> dead pages:
> http://download.osgvisual.org/3rdParty_VS2013_v120_x86_x64_V9_small.7z
>
> http://download.osgvisual.org/3rdParty_VS2013_v120_x86_x64_V9_full.7z
>
> I think the other links are dead too.
>
> anyone?
>
> Thank you!
>
> Cheers,
> Peter
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=66514#66514

Regards,
Konstantin Podsvirov
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[osg-users] [vpb] 3rd Party Tools not available

2016-03-10 Thread Konstantin Podsvirov
You can try binaries for MSVC2013 from my  "DaD's Project":http://dad.podsvirov.pro
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Re: [osg-users] OSGViewer & examples Problem

2016-03-06 Thread Konstantin Podsvirov
Hi, Simon!

Unfortunately, I haven't had time to experiment with OSG vs MSVC2015,
but I already build OSG with MSVC2013 and for me everything works fine.

If you're interested, you can try my binaries:

http://dad.podsvirov.pro

Download installer dad-0.3.0-windows-vc12x86-stable.exe or 
dad-0.3.0-windows-vc12x64-stable.exe and install the OpenSceneGraph.

If you have any other questions, ask them here - I will try to answer.

06.03.2016, 20:28, "Simon Jackson" :
> Hi,
>
> I've just started looking into OSG and I've built it all from source with 
> VS2015 (generated by CMake). Everything builds ok and I am reading the 
> "Openscenegraph quick start guide" book.
>
> When I run any of the samples or try the simple samples from the book, I 
> either get nothing rendered or white blocks and I'm not really sure what the 
> problem could be. I thought it was because the textures etc were missing, 
> until I tried the first example from the book which just programmatically 
> builds a coloured square which is exported to an .osg file to be used with 
> osgviewer.
>
> The file is exported successfully, however when I try and view it with the 
> viewer all I get is a purple background. If I press s for the statistics 
> info, it just shows white blocks so it is quite something broken with my 
> build.
>
> Does anyone have any idea of what could be wrong?
>
> Thanks,
> Simon
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=66490#66490
>
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Re: [osg-users] 3rd party binaries VS 2013

2016-02-19 Thread Konstantin Podsvirov
Hi OSG users! Hi Robert and Chris!

19.02.2016, 19:33, "Robert Osfield" :
> On 19 January 2016 at 16:15, Chris Hanson  wrote:
>> I can mirror them if I get copies. We haven't started up our build server 
>> ourselves so our build are out of date currently.

Chris, I know you have already build OSG dependencies for Windows.
My first experience OSG was associated with the visit alphapixel.com and it 
helped me a lot.
But OSG is very large and not always specific binaries include the desired 
functionality.
Then I realized that I needed to learn how to build OSG itself.
It was many years ago. I used dependency with alphapixel.com.
Thank you for the good work and help.

It is interesting how the process of building the dependencies?
You talk about build automation. Interesting details.

> I wonder if providing binaries on gitub might be a way to go. Do other 
> projects do this yet?
>
> Robert.

I don't think this is a good solution. But for a specific project can work.

As here it became clear that problems arise only on Windows.
My opinion is that this is due to the fact that for the MSVC compiler do not 
have a systematic approach 
when people talk about challenging projects, many module. But this is my 
personal opinion.

For Windows there is Linux (UNIX) is similar to solutions with a systematic 
approach.
For example:

MSYS2
http://msys2.github.io/

Cygwin
http://cygwin.org/

With these projects you can use OSG.
Used the GCC compiler.

Many good open and free project that uses OSG is needed not only for him.
The successful development of various Linux distributions confirms this.

I'm developing a solution which I called "Dad's House":
http://dad.podsvirov.pro

I already have a working version for MSVC2013 32-bit and 64-bit. Now you can try
OSG and not only.
The project is being established as a cross-platform and there are all the 
tools.
But since there is an acute shortage of binaries for MSVC - I started here.
I have the current version, as well as frozen status for 2014 and 2015.

Now I have automated many issues, but still a lot need to improve.

If you have additional ideas, I encourage them to share on the mailing lists.

Again Chris. You can download the installers here:

http://dad.podsvirov.pro/house/installers

Deflate the available modules and Repack the archive. But I can't promise that 
I now have all the dependencies.
I am developing a project in their spare time. Specific request can be faster.

(sorry for possible mistakes in text)

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Re: [osg-users] [3rdparty] Where is 3rd party packages?

2016-02-18 Thread Konstantin Podsvirov
Hi, Alexey!

Offer to pay attention to my project "DaD's House":

http://dad.podsvirov.pro

I spend a lot of time building various dependencies, including
for OpenSceneGraph.

Now the focus is on the port for MSVC2013 32-bit and 64-bit.

Download the installer and install the OpenSceneGraph module, all the available 
dependencies are installed automatically.

If you have any questions and suggestions, feel free to ask them here. I will 
try to answer.

18.02.2016, 22:59, "Alexey Popov" :
> Hi!
> Where can I download the 3rd party for VisualStudio 2013?
> Links on page "Windows prebuilt dependency packages" is incorrent 
> (3rdParty_VS2013_v120_x86_x64_V9_full.7z)
>
> Thank you!
>
> Cheers,
> Popov
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=66302#66302
>
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Re: [osg-users] OSG version for Node-derivation of Drawable?

2015-12-12 Thread Konstantin Podsvirov
OpenSceneGraph version 3.3.2, it seems :-)

Here's the commit on github:

https://github.com/openscenegraph/osg/commit/7d6aaad963bc56c21cc8f97b83cdeab2bab11193

12.12.2015, 20:24, "Paul Martz project" :
> Hi all -- A while back, so that changed OSG Geode derives from Group and
> Drawable derives from Node. Can someone tell me the first OSG version number
> that contained this change? I have some code in osgWorks that I need to
> conditionally compile based on this version number. Thanks.
> -Paul

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[osg-users] Windows binaries

2015-12-11 Thread Konstantin Podsvirov
Hello dear OpenSceneGraph users and fans of Windows!

Podsvirov my name is Konstantin and I'm a user like you.

I have a few options precompiled
versions for Windows MSVC2013 (now, but the list can be extended).

Here is a list of available versions:

http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2015-December/271816.html

I already wrote about this:

http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2015-December/271816.html

I build OpenSceneGraph as part of my "Dad's Project". The binaries are available
on the website "Dad's House":

http://dad.podsvirov.pro

For Emmanuel Pot :

Installer dad-0.3.0-windows-vc12x86-testing.exe (32 bit) built with OSG Examples
3.4.0 OSG, Qt 5.5.1 (in the folder share/OpenSceneGraph/bin).

The example osgviewerQt works for me, but it starts rendering only after a 
window resize.

But more complex applications such as osgEarth (osgeartр_qt file.earth)
work well (32 and 64 bit).

Generally, if you are interested, you can download the installers and to try.

If you have questions, ask. I'll try to answer.

(sorry for possible mistakes in text)

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Re: [osg-users] Can't build documentation

2015-12-09 Thread Konstantin Podsvirov
Turnkey solution:

http://lists.openscenegraph.org/pipermail/osg-submissions-openscenegraph.org/2015-December/033750.html

09.12.2015, 22:03, "Gareth Francis" :
> I had a similar problem a while back.
>
> Try adding EXTENSION_MAPPING=no_extension=C++ into the doxygen config file.
> https://www.stack.nl/~dimitri/doxygen/manual/config.html#cfg_extension_mapping
>
> It looks like the doxygen config file was created for a rather old version, 
> that defaults files with no extension to c++. This is no longer the case, and 
> doxygen is only run over the headers (which have no extension).
>
> On 9 February 2015 at 18:37, Eric Gregory  wrote:
>> Hi All,
>>
>> New to this list, so forgive me if this has been addressed, but I can't
>> find any other posts about this issue.
>>
>> We're unable to build the OSG documentation. The SDK (bins/includes/libs)
>> builds and installs just fine, and we're successfully building apps with
>> the results. The problem is only with the docs.
>>
>> doxygen and graphvis seem to be working just fine. They do run to
>> completion and do produce html files. There are a few warnings though.
>> Here is the output:
>> ---
>> % make doc_openscenegraph
>> Warning: doxygen no longer ships with the FreeSans font.
>> You may want to clear or change DOT_FONTNAME.
>> Otherwise you run the risk that the wrong font is being used for dot
>> generated graphs.
>> /src/OpenSceneGraph/OpenSceneGraph-3.4.0/include/osg/Program:474: warning:
>> Reached end of file while still inside a (nested) comment. Nesting level 2
>> (probable line reference: 179, 179)
>> /src/OpenSceneGraph/OpenSceneGraph-3.4.0/include/osg/Shader:363: warning:
>> Reached end of file while still inside a (nested) comment. Nesting level 2
>> (probable line reference: 52, 52)
>> /src/OpenSceneGraph/OpenSceneGraph-3.4.0/include/osgViewer/View:343:
>> warning: Reached end of file while still inside a (nested) comment.
>> Nesting level 2 (probable line reference: 137, 137)
>> Built target doc_openscenegraph
>> ---
>>
>> The problem is the resulting pages only contain a listing of "Files" but
>> no classes or functions. The "Main Page" only contains a single "Files"
>> tab, but none of the other tabs ("Namespaces", "Classes", etc.). See
>> attached screenshot.
>>
>> I'm using latest versions of CMake/doxygen/grpahivs.
>>
>> The results are the same under both Windows 7 w/ VisualStudio 2013 and
>> debian linux w/ gcc 4.9.2.
>>
>> Also getting the same results whether I invoke the doc build through the
>> build system (make or devenv), or directly via doxygen on the command
>> line.
>>
>> Any tips?
>>
>> Alternatively, I would be just as happy with a downloadable archive of the
>> docs that I can install locally, but cannot find any pre-built docs.
>>
>> Thank you,
>> Eric
> 
> Gareth Francis
> www.gfrancisdev.co.uk

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[osg-users] Fwd: [osg-submissions] Upgrade Doxygen configuration

2015-12-09 Thread Konstantin Podsvirov
Hi, I have long noticed it and here's my solution which
I promote:

 Forwarded message 
08.12.2015, 23:14, "Konstantin Podsvirov" :

I posted the results of applying my changes.

Everyone can see it.

Generated by Doxygen 1.8.10

OpenSceneGraph 3.5.1

http://podsvirov.github.io/osg/reference/openscenegraph

and

OpenThreads

http://podsvirov.github.io/osg/reference/openthreads

Reference Documentation.

You can also visit my fork on github:

https://github.com/podsvirov/osg

17.11.2015, 21:14, "Konstantin Podsvirov" :
> On the website I read that I need to attach the changed files.
>
> Now the attached files.
>
> 11.11.2015, 22:58, "Konstantin Podsvirov" :
>> Hello dear developers OpenSceneGraph!
>>
>> Recently we saw the release of version 3.4 and even 3.5, but
>> on the documentation page shows version 3.2.0:
>>
>> http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs
>>
>> I tried to generate the documentation myself, but it turned out that when 
>> using the latest version of Doxygen we don't get the result expected. Latest 
>> Doxygen simply ignores the contents of the header files without the 
>> extension. The problem begins with version 1.8.3.1:
>>
>> http://www.stack.nl/~dimitri/doxygen/manual/changelog.html#log_1_8_3_1
>>
>> As I found out in a new case by selecting "EXTENSION_MAPPING" which should 
>> be set to "no_extension=C++".
>>
>> I prefer to work with git. Here is my PR:
>>
>> https://github.com/openscenegraph/osg/pull/42
>>
>> If I'm doing something wrong, please tell me how to do it right.
>> This is my first attempt to make a contribution to the project.
>>
>> (sorry for mistakes in text - English is not my native language)
>
> --
> Regards,
> Konstantin Podsvirov
> ,
>
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 The end of forwarded message 

Regards,
Konstantin Podsvirov
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[osg-users] Fwd: Add info about External Project and Windows binaries

2015-12-02 Thread Konstantin Podsvirov
30.11.2015, 21:29, "Konstantin Podsvirov" :

Hi! My name is Konstantin.

I have a certain interest in the project, OpenSceneGraph, and osgEarth.

I am the author of the project osgQtQuick, which is now under development. 
Basic information about the project can be found on github:

https://github.com/podsvirov/osgqtquick

I would like to add a link to the project on the website openscenegraph.org/com.
I registered on the site, but I have no rights. I need help.

Its the main time I spend on Windows and Debian.

I develop on the Windows "Dad's Project". Basic information on the website:

http://dad.podsvirov.pro

Now the project provides binaries for Windows in several versions:

http://dad.podsvirov.pro/build?module=osg

I think that these projects can be useful to the OpenSceneGraph community. And 
want to know about them.

I wrote a very brief and if you have any additional questions, write and I will 
try to answer.

(Sorry for possible mistakes, English is not my native language)

--
Regards,
Konstantin Podsvirov
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