Re: [osg-users] OSG within firebreath?

2012-03-13 Thread Luigi Calori

On 13/03/2012 19.04, Chris Hanson wrote:


Anyone have any code to share for browsers internet explorer,
firefox and any others on other systems other than windows?
 If not ill get my head down, pretty good at this sort of stuff.


I would think the osg4web work is the best place to start as it claims:


Our latest work can be viewed here:

http://www.aquaepatavinae.lettere.unipd.it/portale/?page_id=2174

unfortunately is just italian and german, you should get  the plugin for 
widows


http://147.162.44.41/portale/wp-content/extra/osg4web-setup.exe

or mac

http://147.162.44.41/portale/wp-content/extra/OSG4Web.pkg

this is not using Firebreath, but we would really like

here is a tentative project of Firebreath + OSG  under Linux

https://code.launchpad.net/~osg4web/osg4weblinux/main

It is not really up to date... it runs OSG within a separate process, using

gtk_drawing_area to draw inside the plugin window browser

The window code, more complex and, unfortunately, not based on firebreath, use 
similar idea: OSG run in a separate process

This tecnique can not be used on OSX

If someone is intersted, we can give more detail







Currently the supported browsers are Firefox and IE and the OS 
platform is Windows XP-Vista. Nevertheless, most part of the code is 
OS neutral.


Yes, it isusing Firebreath should enhance prortability by going also 
cross-browser


HTH

Luigi


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Re: [osg-users] PagedLOD for shared nodes

2011-07-05 Thread Luigi Calori

On 05/07/2011 20.32, Sebastian Messerschmidt wrote:

Am 05.07.2011 17:42, schrieb Chris 'Xenon' Hanson:

On 7/5/2011 5:50 AM, Sebastian Messerschmidt wrote:

Hi,
It seems like referencing e.g. tree1 multiple times in the graph 
creates multiple render
instances instead of sharing the node. So loading the master.ive 
almost certainly consumes

all available memory.
Is there an error in my thinking, that the nodes for tree1 ... treeN 
can be shared whilst

being under a pagedLOD?
   For some reason I thought there was already some sort of 
object-loader sharing cache.



Okay, sorry for the noise. I've found a topic which already covers 
this topic.
For sharing nodes you'll have to setup the viewer  to explicitly use 
shared nodes.

This way I've managed to display a huge database with some hotspots

Interesting... do you mind sharing the option / setup needed?
we could have similar problems

Thanks


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Re: [osg-users] OSG plugin for browsers

2011-04-09 Thread Luigi Calori

On 04/09/2011 10:42 AM, Thibault Genessay wrote:

Hi all,

First, thanks Chris, Peter, Luigi and Leo for the replies. I now have
a better overview of the problem.
I had not noticed that FireBreath was cross-platform, and will give
your source code links a shot as soon as I have time.

In the meantime, I am trying FireBreath, and will post my progress here.
If you are trying Firebreath on Linux, my code on Launchpad needs some 
patching on the FireBreath side, at least

the 1.4.2 release,
As soon as I have time, I' ll do a clone on Firebreath GitHub site, let 
me knowif you need info


Regards
   Luigi


Thanks again for your input

Cheers

Thibault
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Re: [osg-users] How to get a working 64 bit build on Snow Leopard?

2010-11-11 Thread Luigi Calori

Hi everybody, I' m trying to build OSG under

Mac OS X 10.6.4   using 64 bit Xcode based build (cmake generated)

The compilation goes well apart from QT problems.

when running osgviewer I got the same error reported in this thread:

View::setUpViewAcrossAllScreens() : Error, no WindowSystemInterface
available, cannot create windows.
Viewer::realize() - failed to set up any windows
View::setUpViewAcrossAllScreens() : Error, no WindowSystemInterface
available, cannot create windows.
Viewer::realize() - failed to set up any windows

I set up cmake as suggested:

OSG_WINDOWING_SYSTEM to Cocoa and
OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX to imageio

Someone has succeeded in this?

I am really a complete newbie on OSX ... sigh

I had some system reporting:

 System Version:Mac OS X 10.6.4 (10F569)
 Kernel Version:Darwin 10.4.0
 Boot Volume:   Macintosh HD 106
 Boot Mode: Normal
 Computer Name: Luigi Calori’s MacBook
 User Name: OSGVPlugin Devel (osgvplugin)
 Secure Virtual Memory: Enabled
 64-bit Kernel and Extensions:  No

can the last line have something to do with the error?

I thought snow leopard was ready for 64 development, do I need to set something 
to allow running 64 bits app?

Really thanks a lot in advance



On 03/02/2010 17.38, Stephan Maximilian Huber wrote:

Am 03.02.10 16:13, schrieb Butler, Lee Mr CIV USA USAMC:

I'm trying to get a good 64bit build on Snow Leopard.

What I've done so far:

Per some other forum comments, I've commented out the build of quicktime 
components in CMakeLists.txt.

No need for that, see below.


When running ccmake, I've set the architecture to x86_64.

This resulted in a clean compile, but osgviewer could not run.  It complained 
it couldn't find any windowing system to use.

Can anyone tell me what steps are necessary?  I've got an application I really 
need to get running 64bit on the Mac.  It builds and works fine elsewhere or in 
32bit mode on the Mac.


Make sure you have set
OSG_WINDOWING_SYSTEM to Cocoa and
OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX to imageio in cmake, this should take
care of everything. Generate your project and rebuild.


cheers,
Stephan
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Re: [osg-users] Build Osg with 64Bit (dependency)

2010-03-22 Thread Luigi Calori

Hi Anders
much better late than never Thanks
I' ll look at your solution and try to use your CMakeLists
I see you provide the sources as an integrated stuff... does it mean you 
did not had to patch the original source?
If not, I' ll try to extract patches from your sources against original 
sources to uniform them in my
ExternalPackage based cmake packages available at 
http://3d.cineca.it/storage/bazaar_repo/CmakeDeps/lib/wt/

I see you have used  selected boost 1_35_0 while there is a 1.41 ...

Is this a requirement of collada?
In that case, is it the unpatched version available at 
http://sourceforge.net/projects/boost/files/boost/1.35.0/  ?


Thanks again
 Luigi

Anders Backman wrote:

Late late late.

But here is my prebuilt 64/32bit dependency package.
Including the source/cmakelists.txt files for building it.

Boost included, however only system and filesystem is built.
Same version as required by Collada 2.1.

http://www.vrlab.umu.se/public/


Cheers, Anders

On Thu, Feb 25, 2010 at 7:48 PM, D.J. Caldwell dlcaldwel...@gmail.com 
mailto:dlcaldwel...@gmail.com wrote:


Sorry; what I meant was, boost is experimenting using cmake to build
boost, as an alternative to their boost build system.

Hope this helps...

D.J.

On Thu, Feb 25, 2010 at 1:46 PM, D.J. Caldwell
dlcaldwel...@gmail.com mailto:dlcaldwel...@gmail.com wrote:
 Maybe slightly off topic, but somewhat related: boost is currently
 experimenting/working on a cmake build alternative for their system.
 Perhaps this could help (confirm) your setup(s)?

 Keep us all posted on the 64bit front...

 Thanks...

 D.J.

 On Thu, Feb 25, 2010 at 4:19 AM, Morné Pistorius
 mpistorius@googlemail.com
mailto:mpistorius@googlemail.com wrote:
 Excellent news!  Thank you, that will be really helpful!

 Regards,
 Morne

 On Wed, Feb 24, 2010 at 7:49 PM, Anders Backman
ande...@cs.umu.se mailto:ande...@cs.umu.se wrote:
 I managed to build what I need in 64bit.
 My take on it was to cmakeify them all.
 Collada, boost (only  libsystem, libfilesystem), (jpeg, png
and zlib was
 alredy cmakified.)
 There are a few which Im not interested in, including jasper,
tiff and a few
 more.
 I can certainly pack this into a zip including the
bin/lib/include content.
 I'll see if I get it done tomorrow.
 Took a while though to get everything to build, which everyone
(including
 the Collada team would open their eyes and spot CMake.


 /A
 On Wed, Feb 24, 2010 at 6:41 PM, Luigi Calori
l.cal...@cineca.it mailto:l.cal...@cineca.it wrote:

 Hi, I ' m building a somehow cmaked, static version of the
(currently
 basic) osg dependencies.
 I' m trying also to make it extensible by keeping patch and
compiler
 options in separate folders.
 I attach a zip of my current repo:
 try to build the Assemblies/test2 folder with latest 2.8 cmake.
 It should work also for win64 i tested with msvc9 32

 Hope it helps
 Luigi


 Morné Pistorius wrote:

 Hi Anders,

 How did you get on with this?  Were you able to build the
third party
 dependencies for Win64?  A third party package, even with
just the
 basic dependencies to build most of OSG, would really be
helpful.  I
 was about to start building my own when I found this thread,
and hoped
 you had beat me to it! :)

 Cheers,
 Morne

 On Wed, Feb 10, 2010 at 8:45 AM, Anders Backman
ande...@cs.umu.se mailto:ande...@cs.umu.se
 wrote:


 Hi all. Looong  time no see.
 Im currently trying to build OSG on 64bit under windows
(VS2009).
 Getting all the dependencies over to 64bit is apain.
 I did a quick search through forum/mail, and it seems that
not many does
 this.
 Is there ANYONE with a prebuilt package including Collada
(with boost,
 pcre,
 libxml), jpeg, png, zlib for 64bit windows?

 The Cmake:d versions of jpeg, zlib, png was certainly a big
help.
 But before I dig into this, perhaps someone has a prebuilt
package?
 --

 /Anders
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Re: [osg-users] [build] How do I successfully deploy a OSG app?

2010-03-14 Thread Luigi Calori

Gordon Tomlinson wrote:

You don't need static builds to use OSG on another machine

You say it does not work ...HOW does NOT work ?, 


how are you installing on another machine ?


Yes you do need the correctly MSVC re-distributable to be installed as part
of your applications installation process
  
you can also deploy all in the same folder: your exec + all the bin 
folder resulted from OSG install step + the neede MSVC stuff:


you can obtain it by adding this patch to the main OSG CMakeLists.txt:

@@ -243,14 +238,6 @@
SET(CMAKE_EXE_LINKER_FLAGS_DEBUG /debug /INCREMENTAL:NO)
ENDIF(NOT OSG_MSVC_DEBUG_INCREMENTAL_LINK)
ENDIF()
-IF(EXISTS 
${CMAKE_ROOT}/Modules/InstallRequiredSystemLibraries.cmake)
-OPTION(OSG_MSVC_INSTALL_MFC_LIBRARIES Set to ON to include 
system libraries in install dir  OFF)

-MARK_AS_ADVANCED(OSG_MSVC_INSTALL_MFC_LIBRARIES)
-IF(OSG_MSVC_INSTALL_MFC_LIBRARIES)
-SET(CMAKE_INSTALL_MFC_LIBRARIES 1)
-INCLUDE(InstallRequiredSystemLibraries)
-ENDIF(OSG_MSVC_INSTALL_MFC_LIBRARIES)
-  ENDIF(EXISTS 
${CMAKE_ROOT}/Modules/InstallRequiredSystemLibraries.cmake)

ENDIF(MSVC)
ENDIF(WIN32)


then build osg with
cd osg_build
cmake -DCMAKE_INSTALL_PREFIX:PATH=your OSG install folder 
-DOSG_MSVC_INSTALL_MFC_LIBRARIES:BOOL=ON osg source folder

cmake --build . --config Release

then you should have in your OSG install folder/bin  all you need to 
add to your exe to make it deployable


HTH
   Luigi


You need to ensure that the MSVC re-distributable's and the OSG bin\dlls are
in your path and that your install all the OSG dlls including the plugin-in
directory etc





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gor...@gordontomlinson.com
www.photographybyGordon.com
www.vis-sim.com 
www.gordontomlinson.com 
IM: gordon3db...@3dscenegraph.com


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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mas Oug
Sent: Friday, March 12, 2010 3:48 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [build] How do I successfully deploy a OSG app?

How do we deploy an OSG app that we compiled in VC++ 2008?

Because simply the .exe will not work on other computers (naturally).

I've tried using VC redist. and friends, but with no avail...

I have heard of static linking, but how would that work?

I would greatly appreciate any helpful response!

Thanks!

-Masoug

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Re: [osg-users] Could not find plugin on Mac OS X 10.6.2

2010-03-08 Thread Luigi Calori

Hi Tobias,

I do not know at all OSG, the Cmake build is structured to search at 
configure time (cmake-gui or ccmake or cmake-Dpreset variable) the
needed plugin dependencies and include plugin code if the dependencies 
is found.
The search code for dependencies are either in 
CMakeModules/Findxxx.cmake or in the cmake root/Modules folder
It seem to me that the user is not currently able to configure at config 
time which plugin to build.
Probably the easiest thing in your case would be to edit the 
CMakeModules/FindQuickTime.cmake to make it fail in your situation 
(adding an exception for OSX and 64 bit)

This patch has probably some chances to be accepted.

Otherwise, a more general solution, would be to insert some form of user 
CMake configurability.


One of the simplest think would be to allow to override the 
CMAKE_MODULE_PATH.
So you do exactly the same change to FindQuickTime.cmake but not need to 
change the svn copy, just put it in your module override folder and 
configure with

cmake -DCMAKE_MODULE_PATH:PATH=your override module folder

I have tested module overriding in windows and Linux and it seem to work.

in order to activate module override, a simple patch to master 
CMakeLists.txt is needed


If I am not alone in asking for module override, I' ll send a submission 
request


HTH

Luigi

Tobias Duckworth wrote

Hello again,

Thanks for your prompt response.

Yes disabling Quicktime is fine for my purposes - However, from what I can work 
out the cleanest way to achieve this will be to get generated XCode projects, 
then I can pick and choose what gets built - I don't really want to hack the 
Makefiles and there doesn't appear to be a way to disable the Quicktime build 
from CMake.

I look forward to hearing from 'the OSX guys', and hope that in the future I 
can provide similar support to others.  I'd be happy to update the OSX build 
instructions for example, once I have managed to build.

Cheers,
Tobias

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Re: [osg-users] OSG Scriptable Plugin for Firefox

2010-03-04 Thread Luigi Calori

Rafa Gaitan wrote:

Hi Luigi,

On Thu, Mar 4, 2010 at 1:26 AM, Luigi Calori l.cal...@cineca.it wrote:

  

Great to hear there is someone else who is going along this (tiring) path...

I had the impression that web apps was a topic with little appealing in this
community:
maybe after  Google Earth plugin,O3D, Unity and WebGL web 3d will be
considered even here

Is your project going to be released on open source license?



Yes, we are planning to made it public with the OSGPL license. We also
want to submit it as an OSG example, so others could improve it and
make the port to other platforms, or even do a kind of NodeKit for web

thoughts?.
  
Well... i have no idea of how you have arranged the build system, I have 
used cmake for almost all the step:
configuring: (finding needed deps ), building, some testing and the 
packing (xpi building).

So my setup is more a kind of an external project, using OSG..
I am not sure such a project could be packed as an OSG example
  

In that case, I' ll be glad to cooperate.




Nice! :)

  

We have worked on ffox plugin since quite a long time, mainly on windows, as
this platform is by far the most attractive for web browser app,:
both for number of users as well as for ease of deployment (building cross
distrib linux binaries was quite difficult sic)
did not found an easy way of building distribution neutral linux
binaries and it seem even you got some problems, at least on my amd64
kububtu 9, it does not seem to work... sic



We only tested on ubuntu 32 bits, not a 64 bits build yet. Yes, deploy
a firefox plugin on linux is a crazy task, we deployed the linux
version with OSG(2.9.7) compiled in static, and it gave us lots of
problems (OSG files are not able to load, and so on), but at least we
have a first version working.
  
In my tests I used standard .so deployment, as in windows... I have an 
old version deployed at 
http://3d.cineca.it/storage/OSG4Web_test/Linux/test.html
Being it old, it has set up the max version in the install set up to 
3.0.x, I' ll let you know as soon as I have a newer one.
  

Did you used npruntime for javascript wrapping?
When we started our www,virtualrome.it effort, npruntime was not available,
but now it seem the right way to go.




Leo could answer you better to this question! :).
  

I'm waiting...
  

I see your plugin is running in the same process as FFox, this means that a
crash on the plugin crashes also FFx itself.
For this reason we are experimenting with separate process  (a la Google
Earth plugin )



mmh interesting, I'll tell Leo study this too.

  

You can see example here:
http://muvi.cineca.it/3d/sites/muvi/3d.html?Plug=simple_runprocessExe=osg_embed_viewer_2Core=FunCoreURL=http://muvi.cineca.it/3d/sites/muvi/model_30_new/top_ti_eo.ive

click on Mostra 3d
click on Install osg4web_t...@cineca.it
http://3d.cineca.it/storage/OSG4Web_test/downloads/Windows/update_osg4web_t...@cineca.it_0.0.1.3_.xpi
click on Allow in upper right tab
click on install now in the extension popup
 it should download the extension  OSG Viewer Firefox Plugin 0.0.1.3

I think it would really be good to join effort on this topic.

On my side, I keep my work in a bazaar repo: if interested, check it out
doing
bzr checkout
http://3d.cineca.it/storage/bazaar_repo/BrowserEmbed/test_merge/




Thank you very much, I also think joining efforts will be a good path,
but I also think if we upload a version to OSG repository then
comunity will also help us, of course if Robert agree with us.
  
I think we could try to leverage some Distrributed Code Revision Tools 
(Git, Mercurial, Bazaar) for this stage of this project:
It seem to me that the current policy for OSG submission are too much 
cumbersome, and i do not think we need to change anything in

OSG, just use it

In the next days we will prepare a osgfirefox example to submit as a
basis, then we can think in a more generic nodekit for web, so other
browser could be included.


  
In this regard I have found really interesting the FireBreath project ( 
http://code.google.com/p/firebreath/ )
I have not really used it yet, just did some early testing, and it seem 
able to provide good framework for building cross-browser support under 
windows

And it is CMake based too ;-)

Best regards

Luigi

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Re: [osg-users] OSG Scriptable Plugin for Firefox

2010-03-03 Thread Luigi Calori

Leonardo Salom Muñoz wrote:
Hi all, 

I am glad to announce that we have published a preliminary version of 
our scriptable plugin for Firefox[1].


We are currently developing a Firefox plugin which shows 3D objects in 
a web. It uses OpenSceneGraph to set up the render canvas. Moreover 
the plugin also features scripting capacities based on NPAPI 
technology that allow access to the plugin functions and variables 
from web application itself.
Great to hear there is someone else who is going along this (tiring) 
path...


I had the impression that web apps was a topic with little appealing in 
this community:
maybe after  Google Earth plugin,O3D, Unity and WebGL web 3d will be 
considered even here


Is your project going to be released on open source license?

In that case, I' ll be glad to cooperate.

We have worked on ffox plugin since quite a long time, mainly on 
windows, as this platform is by far the most attractive for web browser 
app,:
both for number of users as well as for ease of deployment (building 
cross distrib linux binaries was quite difficult sic)
did not found an easy way of building distribution neutral linux 
binaries and it seem even you got some problems, at least on my 
amd64 kububtu 9, it does not seem to work... sic



Did you used npruntime for javascript wrapping?
When we started our www,virtualrome.it effort, npruntime was not 
available, but now it seem the right way to go.



We run some experiment on Linux porting but not done scripting yet.

I see your plugin is running in the same process as FFox, this means 
that a crash on the plugin crashes also FFx itself.
For this reason we are experimenting with separate process  (a la Google 
Earth plugin )

You can see example here:
http://muvi.cineca.it/3d/sites/muvi/3d.html?Plug=simple_runprocessExe=osg_embed_viewer_2Core=FunCoreURL=http://muvi.cineca.it/3d/sites/muvi/model_30_new/top_ti_eo.ive

click on Mostra 3d
click on Install osg4web_t...@cineca.it 
http://3d.cineca.it/storage/OSG4Web_test/downloads/Windows/update_osg4web_t...@cineca.it_0.0.1.3_.xpi 


click on Allow in upper right tab
click on install now in the extension popup
 it should download the extension  OSG Viewer Firefox Plugin 0.0.1.3

I think it would really be good to join effort on this topic.

On my side, I keep my work in a bazaar repo: if interested, check it out 
doing
bzr checkout 
http://3d.cineca.it/storage/bazaar_repo/BrowserEmbed/test_merge/


Regards

Luigi
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Re: [osg-users] Easiest way to bundle an OSG app

2010-03-01 Thread Luigi Calori

Torben Dannhauer wrote:

Hi,

to deliver my software, I use MS Visual Studio setup projekt. I add my complete 
osg binary folder (of course only release build) to my project as well as my 
application binary to the project. The dependencies regarding the compiler etc. 
are solved by VS.
  
If you are building your application project with CMake, you could 
probably just add


   SET(CMAKE_INSTALL_MFC_LIBRARIES 1)
   INCLUDE(InstallRequiredSystemLibraries)

Then you should get required MSxx dll installed side your app, so you do 
not require runtime pachage to be installed

(a thing that I really hate to be forced to do)
For my Firefox extension, As Torben do, I bundle all osg dll + plugins + 
deps + system libs as a bin folder.
Not know how it goes with wxwidgets, if you can build it statically, 
then you do not need to include it.
For this reason I build jpeg,png,zip,curl,freetype statically, so I do 
not have to include them.

I have a CMake project to build that stuff based on external project.
The only problem I got, (on some win32 setups)  are related to OSG 
plugins residing in a separate folder.
Sometimes has happened that plugins were not able to load as they 
searched MSVC dll's in their folder, even if they were already loaded 
(real mystery .). I worked around by putting all the plugin dll in 
the same bin folder



Why do I add my complete large binary folder? Well, I can't foresee which 
models my clients will use, so I deliver all plugins. Maybe this is'nt the best 
solution, but it's fast to build, easy to use and thanks to broadband, the 
transfer of the installer is fast enough.
  

Completely agreed

Hope it helps

Luigi
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Re: [osg-users] Easiest way to bundle an OSG app

2010-03-01 Thread Luigi Calori

Tomlinson, Gordon wrote:

One caveat not all the 3rdparty plugins and possible dependencies are
LGPL and thus don't allow static linking 
  
Not sure about legal issues, but it seem to me that linking restrictions 
apply only to closed source projects:
if you distribute the source you can use the linking you want, or am i 
wrong?

Regards
Luigi


Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martin
Beckett
Sent: Monday, March 01, 2010 12:29 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Easiest way to bundle an OSG app


  
Not know how it goes with wxwidgets, if you can build it statically, 
then you do not need to include it.



You can do either, it's LGPL + static allowed.
If you use dll's you have the option of only shipping the parts you use
- so leaving out say database or webbrowser components.

The other advantage of using dynmaic libs is you can update your app
more easily - you only have to send a new, relatively small,  .exe

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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-26 Thread Luigi Calori

Robert Osfield wrote:

Hi Mathieu et. al,

On Fri, Feb 26, 2010 at 12:34 PM, Mathieu Marache 
mathieu.mara...@gmail.com mailto:mathieu.mara...@gmail.com wrote:


Mercurial had a head start but now things are even in terms of
tools, both command line and graphical.

Windows :
 - command line with msysgit :
http://msysgit.googlecode.com/files/Git-1.6.5.1-preview20091022.exe
 - explorer integration with TortoiseGit :
http://code.google.com/p/tortoisegit/downloads/list

Mac :
 - git : http://code.google.com/p/git-osx-installer/downloads/list
 - gitk : comes in with git and is a graphical local repository
browser
 - GitX (my fav app) : http://gitx.frim.nl/


Could Windows and Mac users have a play with these tools.  It'd be 
good to get feedback on how you get on with the various tools for Git, 
Mercurial and Subversion and how they all compare with each other.


Here is a (long) Wikipedia review 
http://en.wikipedia.org/wiki/Comparison_of_revision_control_software


I personally have use Bazaar on Windows and Linux, I mainly choose it 
for simplicity and because it allows providing repo over http with 
really minimal infrastructure (plain http).
Obviously even Bazaar claim to be the better : 
http://doc.bazaar.canonical.com/migration/en/why-switch-to-bazaar.html
It seem it can interoperate well with other and work also as a 
subversion client.

http://doc.bazaar.canonical.com/migration/en/foreign/bzr-on-svn-projects.html


just my 0.1 cents

Luigi




Thanks,
Robert.


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Re: [osg-users] Build Osg with 64Bit (dependency)

2010-02-24 Thread Luigi Calori

Anders Backman wrote:

I managed to build what I need in 64bit.

My take on it was to cmakeify them all.
Collada, boost (only  libsystem, libfilesystem), (jpeg, png and zlib 
was alredy cmakified.)


There are a few which Im not interested in, including jasper, tiff and 
a few more.
I can certainly pack this into a zip including the bin/lib/include 
content.


I'll see if I get it done tomorrow.
Took a while though to get everything to build, which everyone 
(including the Collada team would open their eyes and spot CMake. 

WOW nice to hear you managed to build also Collada with CMake! that was 
my next step if you have alrady done,less work!!
I think this stuff should be pubblished somewhere to help other and to 
share effort, did you build static or shared?
If the build id cross platform, we could also send the patches upstream: 
I ' ve got to do some patching  to build... as you can see from

the zip content.
Let us know when you are ready to shre your work and if you agree to set 
up a repo for that.

Thanks
  Luigi



/A

On Wed, Feb 24, 2010 at 6:41 PM, Luigi Calori l.cal...@cineca.it 
mailto:l.cal...@cineca.it wrote:


Hi, I ' m building a somehow cmaked, static version of the
(currently basic) osg dependencies.
I' m trying also to make it extensible by keeping patch and
compiler options in separate folders.
I attach a zip of my current repo:
try to build the Assemblies/test2 folder with latest 2.8 cmake.
It should work also for win64 i tested with msvc9 32

Hope it helps
Luigi



Morné Pistorius wrote:

Hi Anders,

How did you get on with this?  Were you able to build the
third party
dependencies for Win64?  A third party package, even with just the
basic dependencies to build most of OSG, would really be
helpful.  I
was about to start building my own when I found this thread,
and hoped
you had beat me to it! :)

Cheers,
Morne

On Wed, Feb 10, 2010 at 8:45 AM, Anders Backman
ande...@cs.umu.se mailto:ande...@cs.umu.se wrote:
 


Hi all. Looong  time no see.
Im currently trying to build OSG on 64bit under windows
(VS2009).
Getting all the dependencies over to 64bit is apain.
I did a quick search through forum/mail, and it seems that
not many does
this.
Is there ANYONE with a prebuilt package including Collada
(with boost, pcre,
libxml), jpeg, png, zlib for 64bit windows?

The Cmake:d versions of jpeg, zlib, png was certainly a
big help.
But before I dig into this, perhaps someone has a prebuilt
package?
--

/Anders
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Re: [osg-users] Improving the OpenSceneGraph project efficiency andbalance

2010-02-23 Thread Luigi Calori

Luc Frauciel wrote:

How would you go about setting up automatic testing of the examples?
What could you test here and how would you do it?
--
Philip Lowman



Hi,

An idea could be to mimic the way VTK handle that question (
http://www.vtk.org)
They generate a bunch of reference automatic screenshots through CTest and 
then do image comparisons.
I admit that the initial setup seems quite high but I don't see any other 
way to do automatic testing of a graphic library.


   Luc


  

That was also what I would like to suggest.

I remember there was once a way to force osgviewer to run for a 
predefined number of frames and also to snapshot the image.
If that behaviour would be available at viewer level, all the examples 
based on osgviewer could be turned into test.
The common testing parts could be wrapped in the common setup_example 
cmake macro,
all testing specific stuff such as command line params, reference 
snapshot images could be set up in a subfolder of the example (that 
could be tested on several data)
This should be put in separate targets and, probably better, a separate 
dependent project


Regarding CMake system:

1) macro could be easily be made user configurable (user could redefine 
any file in CMakeModules) by changing line 63 of main CMakeLists.txt to:
SET(CMAKE_MODULE_PATH 
${CMAKE_MODULE_PATH};${OpenSceneGraph_SOURCE_DIR}/CMakeModules)
I think it should not harm anyone, but not tested on all platforms and 
on all (old) version of CMake


2) Today CMake project has offically switched to Git 
http://cmake.org/Wiki/CMake/Git#Resources  I had a look at progit book
and it could be a useful start to make up ideas for set up a better 
hierarchical  dev workflow http://progit.org/book/ch5-1.html


I did not personally used Git, just had some experience with Bazaar 
https://launchpad.net/bzr , that integrates with subversion 
http://wiki.bazaar.canonical.com/BzrForeignBranches/Subversion?highlight=%28subversion%29 
as Git does http://progit.org/book/ch8-1.html






Philip Lowman phi...@yhbt.com 
Envoyé par : osg-users-boun...@lists.openscenegraph.org

23/02/2010 12:17
Veuillez répondre à
OpenSceneGraph Users osg-users@lists.openscenegraph.org


A
OpenSceneGraph Users osg-users@lists.openscenegraph.org
cc

Objet
Re: [osg-users] Improving the OpenSceneGraph project efficiency and 
balance







On Tue, Feb 23, 2010 at 4:32 AM, Tim Moore timoor...@gmail.com wrote:
  
Is there a critical mass of power users willing to use an experimental 


tree?
  

I'm not sure. Even if not, automated testing of the examples would help
verify any OSG tree.



How would you go about setting up automatic testing of the examples?
What could you test here and how would you do it?

  


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Re: [osg-users] Visual Studio 9 2008 3rd Party

2010-02-06 Thread Luigi Calori

Jean-Sébastien Guay wrote:



Maintaining a package with recent and known working dependencies for 
all plugins is probably more than anyone is willing to do, especially 
considering that some plugins are probably not used by many people...
What about having a repo of working recipes where people who have the 
itch and have successfully scratched can share the recipe in a somehow 
formalized way.


In my previous mail, I' m suggesting use of Cmake external projects as a 
way to formalize download,unpack,patch,configure,make and install we 
could also think for simple plugins, some high level read-write testing 
based on osgconv.





In some cases, you can't redistribute binaries of dependencies (the 
QuickTime SDK comes to mind, each person (or company) needs to 
download it from Apple's site). Keep that in mind if you don't want to 
get unpleasant e-mails...
What about automating the download+install process? would it be still 
illegal?


Thanks in advance for any comments-thougts-suggestions

Luigi

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Re: [osg-users] [build] How do I compile an OSG app, so that it can be run without the OSG installed?

2010-01-16 Thread Luigi Calori

Hi Agos.

Using static linking is one option, another one  is just put your app 
and the osg dll in the same folder.


I think the default for win app is to search dll in the same folder of 
the main app.


If you do not want to mess with  MS redistributable package, You should 
also put the runtime dlls in the same folder as well.

(I 'm compiling with VS9 so the names are mfc90.dll,msvcr90.dll  )
If you are using CMake for your project, just add 
INCLUDE(InstallRequiredSystemLibraries) and then run the install target,

all the needed ms libraries should get copied in your install bin dir

I found some problems on VS9 with current layout of plugins that stay in 
a separate folder, they were not finding the runtime, so I resorted to 
just put all the plugins in the same application folder


I am using this way to distribute osg based Firefox extension.



Hope it helps

P.S.
If you or someone else can point me to better solution for non-static 
windows distribution, it will be rally welcome.


Thanks
   Luigi

Agos Silva wrote:

Hi there.

How do I compile an OSG app, so that it can be run, on another 
computer, without the OSG installed (dlls and libs)?


I just want to be able to send my app, for instance, via email, so 
that someone may run or test it on another pc, even without having OSG 
installed on it.


I remember doing it, under unix, some 15 years ago, with C, with my 
own libraries, but I've never tried it under Windows.


Thank you in advance.




Agos

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Re: [osg-users] How to integrate OSG with java (to make an applet)

2009-12-22 Thread Luigi Calori

If you are interested in just Firefox windows plugin,
I' m  currently reworking the plugin used in VirtualRome project 
(www.virtualrome.it).


An example of current development can be found at www.tinyurl.com/muvi3d

If you want to test, suggest to use a separate empty profile, by running 
your Firefox with --profile your empty dir


The problem with the old style plugin, was that it had instability and 
problem running on low end machines.


I' m currently experimenting with an architecture that keep OSG related 
stuff in a separate process, like Google Earth plugin does.
It seems more stable and able to work on smaller machines, still lacks 
javascript access.
The code is currently not in good shape, but I was planning to releasing 
under LGPL

Anyway, if someone is interested,  I can share the repo (Bazaar based).





Manuel Garea wrote:

Ok, i'll try installing OSGVirtualPlanets

Manuel

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Re: [osg-users] Python users

2009-12-14 Thread Luigi Calori
I have used swig generated Python bindings from osgSwig 
http://code.google.com/p/osgswig/


I have used it with 2.9.5, not knowing weather recent SVN big changes 
have broken the build


Rizzen wrote:

Hi,

What is the best OSG python library/wrapper to use? I see there are
various versions: pyOSG, PyOSG and osgPython. Some project showed no
activity since 2003. Some projects showed activity in the news yet files
are a lot older. PyOSG does not seem to have a SVN on SourceForge, just
old tarballs.

I am planning to use Boost:python in my project too.

Thanx,
Rizzen
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Re: [osg-users] [osgPlugins] Freetype and JPG plugins problems

2009-10-16 Thread Luigi Calori

Not sure if this is the same problem:
I had a somehow similar problem of deployment (plugin not loading in 
deployed machine WITHOUT redist)

It has happened both on vs8 and vs9.
I somehow solved the problem of osgdb_osg and ive plugins not loading by 
copying the needed msoft dlls and manifests in osgPlugins-2.9.6 (awful 
hack  to be solved)
For other plugins, I compile my version of jpeg,curl and freetype into 
static lib from source using cmake via the cmakeports project


http://code.google.com/p/cmakeports/

So I do not need to use external dll that could have been built with  a 
different build chain.


I do not think the  USE_3RDPARTY_BIN  is related, If I remeber well, it 
is just a hint on Cmake to search external libs in a side library...
Nevertheless, you should be able to see which external libs have been 
got by using advanced view in the cmake gui


Hope it helps

Luigi

Alessandro Terenzi wrote:

Thank you for your help,
I already tryed to set the notify level to debug and, as far as I understand, plugins are 
always discovered but the only error message I see is DynamicLibrary::fail loading 
... no further detail is provided.

I just had to try to install the redistributables for Visual c++ 2005 SP1 on 
the deployment machine (even though I was providing my application with a 
manifest and corrensponding CRT), so I tried it but again this not solved the 
problem...actually on every deployment machine the installation of the 
redistributable looks not so 'polite' because it strarts but doesn't display a 
completion message, so I'm not so sure about a successful installation...

Tried also the dependency walker tool on the target machine, and some DLL are 
not found but they are the same as the RGB plugin that works. The missing DLL 
is DWMAPI.DLL, don't know what it is for...

Don't know if this could relate to this problem, but in CMake I see the 
USE_3RDPARTY_BIN set to ON by default...what does it mean?

Thank you again...
Kind regards,
Alessandro

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Re: [osg-users] [osgPlugins] Freetype and JPG plugins problems

2009-10-16 Thread Luigi Calori
The freetype support should be in svn, there is probably a problem in 
cmake downloading from the freetype link... I had problem and put
a wget exe in the path, so cmake find it and use it to download, get it 
from:


wget:
html: http://gnuwin32.sourceforge.net/packages/wget.htm
bin:  http://downloads.sourceforge.net/gnuwin32/wget-1.11.4-1-bin.zip
dep:  http://downloads.sourceforge.net/gnuwin32/wget-1.11.4-1-dep.zip

regarding curl, the latest distribution include cmake support, 
unfortunately it lacks install ... i made myself
If you are interested, I can send you a readme to document my layout and 
the needed step to build deps and osg,

It would be useful also for myself.
If anyone else would be interested we could put it on the wiki once tested

Regards.
Luigi

alessandro terenzi wrote:
I managed to let the jpg plugin work as suggested by Luigi, really 
thanks.


By the way, Luigi you talked about also cmakeports for curl and 
freetype, but they are not public available yet, am I wrong? Can you 
share the freetype port?


Thanks again for your help!
Regards.
Alessandro

On Fri, Oct 16, 2009 at 5:24 PM, Luigi Calori l.cal...@cineca.it 
mailto:l.cal...@cineca.it wrote:


Not sure if this is the same problem:
I had a somehow similar problem of deployment (plugin not loading
in deployed machine WITHOUT redist)
It has happened both on vs8 and vs9.
I somehow solved the problem of osgdb_osg and ive plugins not
loading by copying the needed msoft dlls and manifests in
osgPlugins-2.9.6 (awful hack  to be solved)
For other plugins, I compile my version of jpeg,curl and freetype
into static lib from source using cmake via the cmakeports project

http://code.google.com/p/cmakeports/

So I do not need to use external dll that could have been built
with  a different build chain.

I do not think the  USE_3RDPARTY_BIN  is related, If I remeber
well, it is just a hint on Cmake to search external libs in a side
library...
Nevertheless, you should be able to see which external libs have
been got by using advanced view in the cmake gui

Hope it helps

Luigi


Alessandro Terenzi wrote:

Thank you for your help,
I already tryed to set the notify level to debug and, as far
as I understand, plugins are always discovered but the only
error message I see is DynamicLibrary::fail loading ... no
further detail is provided.

I just had to try to install the redistributables for Visual
c++ 2005 SP1 on the deployment machine (even though I was
providing my application with a manifest and corrensponding
CRT), so I tried it but again this not solved the
problem...actually on every deployment machine the
installation of the redistributable looks not so 'polite'
because it strarts but doesn't display a completion message,
so I'm not so sure about a successful installation...

Tried also the dependency walker tool on the target machine,
and some DLL are not found but they are the same as the RGB
plugin that works. The missing DLL is DWMAPI.DLL, don't know
what it is for...

Don't know if this could relate to this problem, but in CMake
I see the USE_3RDPARTY_BIN set to ON by default...what does it
mean?

Thank you again...
Kind regards,
Alessandro

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Re: [osg-users] Visualizing Terrain DB on web page

2009-08-17 Thread Luigi Calori

Hi Akilan
My deployment scheme is based on extension under Firefox.
Do you need javascript interaction with the application (like 
virtualrome site) or are you ok with just embedding in the page?

In the latter case, look at test examples in the link
http://3d.cineca.it/storage/OSG4Web_test/Windows/test.html

Test it if it suit your need I can send you the address to get the source.
I' ll be off line for next two weeks, so either today or in september

Regards
Luigi
Akilan ha scritto:

Hi,

   Yeah, I did in the same way as u said. Wrapped OSG functions into ActiveX 
control and deployed with IE. It s working fine. But it is not happening so 
with Firefox. Yes, I need help to deploy using Firefox.

Thank you!

Cheers,
Akilan

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Re: [osg-users] Visualizing Terrain DB on web page

2009-08-14 Thread Luigi Calori
I had an earlier version for IE, wrapped as an ActiveX. We had it 
working with old OSG so possibly 2.2
The main problem for deployment was the fact that ActivaX tech require 
Admin privilege to be installed not a good thing in my opinion
Furthermore Firefox extension provide off the shelf signed update 
framework to maintain your stuff.

The current implementation does not work on Explorer.

If you need explorer I can dig my old stuff to see if find somethiong 
working

Future plan is to layer on third party cross browser framework.
Let me know if you are interested or need help to try out firefox stuff

Regards
  Luigi

Akilan ha scritto:

Hi,

I am using Internet Explorer 6.0. 
And one more thing I have OSG2.2. Is it mandatory to have 2.9.x

version to do this.

Once the plug-in is added, could we directly see the .ive file on explorer?


Thank you!

Cheers,
Akilan

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Re: [osg-users] Visualizing Terrain DB on web page

2009-08-13 Thread Luigi Calori

Hi Akilan

You can have a look at

http://3d.cineca.it/storage/OSG4Web_test/Windows/test.html

this is my test page for osg4web firefox extension development.

on first acess the js code should check for extension and ask for 
installation.


It is an firefox extension wrapping osg 2.9.x

It is not fully stable. It also include code for the virtualrome 
application ( www.virtualrome.it)


Is not still stable, unfortunately, can crash firefox, use with firefox 
devel account
(use a shortcut like  firefox.exe -no-remote --profile your new devel 
profile folder )


http://3d.cineca.it/storage/OSG4Web_test/Linux/test.html ... (32 bit only)


The project is on development and open, let me know if you are 
interested, a preliminary linux version on



Cheers
Luigi

Akilan ha scritto:

Hi,

  I would like to visualize my terrain DB constructed using osgdem on web 
page? Could it be possible? Is there any plug-in to do so?
  



Thank you!

Cheers,
Akilan

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Re: [osg-users] Feature request for 2.9: please include swig bindings in main release

2009-08-04 Thread Luigi Calori
Hi John and Gerwin, I' m also using osgswig... and really would like it 
kept up with the osg development.
Using good python IDE such as SPE, developing osg is much easier (for 
me) than in C++ . really thanks to all osgswig developers


Currently I' m stuck with an svn OSG version (2.9.5)  that I' ve been 
able to wrap with minimal mods to osgswig (if someone is intrested, I 
could send the mods)

last time I tried (2.9.6) there were issues in osgManipulator wrapping

I'm unwilling to update as each time I update osg... there are some 
problems with swig wrapping.
One of the worst issues has been the  MixinVector  that has broken all 
the vecArrays wrapping thus preventing python construction of geometry.
I do not know weather Robert is aware of the hassle this mod has caused 
to osgswig users.


I understand that the wrapping code is not fully automated, but, as far 
as I know, this is the only python wrapper used.


I  agree that the stability of osgswig is currently not high enough to 
be included in the standard build, but I do not think is so bad.
It would be nice to have a fully automated wrapper generation process, 
but, as far as I know, there are no available good automated python 
wrapper for OSG,
even other projects, such as OGRE, that use other technology for 
wrappers, need some manual twiddling.
So I fear that the problem of getting good python (or other lang) 
wrappers could not be currently solved without the involvement of core 
C++ developers.


On osgswig side we could try to set up a dashboard WITH TESTING to help 
osg developers to be early aware of mods that hurt the wrapping process:


If we have a minimum of platform where osgswig get compiled nightly, 
each time doing an svn update of the OSG trunk, a rebuild and some test 
runs,
osgswig developers could be early warned  by osg new commits that breaks 
the wrapping.
At this point, if there is a  critical mass of osg python users, osgswig 
and osg developers could be more willing to devote some time to resolve 
the inconsistency.


I' m currently using osgswig mainly under windows, both VC8 and VC9, as 
VC7 is not able to compile the HUGE osgPYTHON_wrap.cxx


This are my 2 cents.  


Luigi Calori

Gerwin de Haan ha scritto:

Hoi John,

I appreciate your enthusiasm for osgswig, we hear you! Including 
osgswig in the main repo would certainly increase its exposure and 
use. However, I'm not really sure if the Including them would ensure 
that they are kept up to date-argument would hold just yet. There are 
also quite some issues that still need to be resolved (especially for 
alternative languages other than Python), and not too many developers 
helping out at this point. The bindings currently involve quite some 
manual work, and it is hard to keep up with all the changes.


I would instead encourage you and other developers/users to help out 
by posting issues,requests and questions here and on the osgswig issue 
tracker at http://code.google.com/p/osgswig/ . In due time, we may get 
in sync with the osg releases.


cheers,
Gerwin


On Sun, Aug 2, 2009 at 11:36 PM, john casu j...@chiraldynamics.com 
mailto:j...@chiraldynamics.com wrote:


Hi,

the SWIG bindings are so useful, that it seems like a good idea to
include them with the main release, predicated with
-DBUILD_SWIG_BINDINGS  -DBUILD_PYTHON_SWIG_BINDINGS or
-DBUILD_RUBY_SWIG_BINDINGS (etc..) flags.

Including them would ensure that they are kept up to date, and
that any bindings are correct for the installed release of OSG.  
Moreover, it would encourage the building of those bindings for

other languages, other than python or ruby.

...

Thank you!

Cheers,
john

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Re: [osg-users] Image file PagedLOD...

2009-06-12 Thread Luigi Calori
I have a similar problem,  some models with too heavvy texture to put on 
the web...
The models were not so many so , for the ones with little geometry I 
just used a chain of PagedLOD with the same geometry but with texture of 
incresing resolution.
I did the conversion by hand but I' m currently trying to do it in an 
automatic way.

This approach has the problem of replicating geometry.
I have also tried to putt al the geometry into ProxyNodes and then 
refernce them in the PageLOD structure... but this seem result in 
multiple loading of the same

proxy... I thought all files were cached, as images do...

Your approach seem interesting, but how you decide when the 
ImagePagedLOD switch? the PagedLOD inherit the switching from LOD


Sorry for the long post.. but it is an interesting argument for me now...

Thanks
 Luigi

neil.hug...@tesco.net ha scritto:

Hi All,

Has anyone come across a scenario where they wished to have PagedLOD that 
instead of handling Nodes, handle images ?

Essentially I find myself in a position where I have a model that references a texture, but that texture is quite large, and even with reducing the texture size with little compromise in quality, the time to stream over the web is too large. So, what I'm considering is replacing the image load call, with a similar concept to that of PagedLOD's whereby I could give the PagedImageLOD object a list of ordered image file names that I want it to progressively load - in much the same way that apps like google map appears to work. The first image file could be a 2x2 pixel image, whilst the nth image file would be the full-on image. I would want the PagedImageLOD to return a valid Image node immediately - perhaps a hard coded small default image - whilst in the background the specified image filesnames are being downloaded, and replace the content of the created image node. 


The reason for this sort of functionality would be that I could then intercept 
all image load requests via my own callback handler, replace with a 
PagedImageLOD request, and still permit most plugins to work happily on the 
assumption that a model plugin that loads an image is probably only trying to 
reference that image in some stateset context.

Sorry for the thought dump, but has anyone tried/needed to do a similar thing, 
and if so is there an example available ?

Alternatively, if you can think of a better way that would be good as well. 
Most obvious alternative - that of have an LOD node on the model - would be 
fine if I only had one or two models. However, I have thousands of different 
models, so can't really ask our modellers to redo all these.

Many thanks for any help/thoughts.

Kind regards

Neil.




.to whose content was progressively replaced by the downloaded images. In this way I could 
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Re: [osg-users] Dynamically generating smooth camera rides?

2009-05-25 Thread Luigi Calori

Not sure exactly what you want:
look at http://3d.cineca.it/storage/demo_vrome_ajax/virtualrome_3d.htm
(need windows + firefox+install the plugin)
then either double click with the central button on some point on the 
scene or select some viewpoints on the left.


If the motion effect is what you like, the code behind is open source.
If you like, let me know, I' ll try to direct you to the code snippet.

Hope it helps



Christian Buchner ha scritto:

Forgive my laziness - are there any utility classes within OSG that
let the camera go on a smooth ride to a specific location and eyepoint
vector from the current location?   I mean smooth in the sense of the
camera accelerating and braking, instead of making a simple constant
linear movement and rotation.

If there is no ready made solution for camera paths - how difficult
would it be to dynamically create a key frame animation for the camera
for abitrary start and stop locations?

Ideally I'd like the user to be able to quickly observe some points of
interests within in my 3D simulation, without instantaneously zapping
the camera to the new position. There should be some kind of whoosh
effect where the camera travels from the current location to the
destination quickly, within about second.   This may have the
advantage that the user will be able to maintain a sense of
orientation in space which would be lost by switching to the
destination camera position instantly.

Christian
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Re: [osg-users] [build] how do i generate project.exe file and .pdb file in specified folder

2009-04-24 Thread Luigi Calori

Hey Abhinav did you tried my early suggestion?

put  ../  in front of your name or prefix property as I' ve 
already suggested.
the ../ hack is also used in osg CMake files, look at 
OsgMacroUtils.cmake, in particular line 263


Luigi

Abhinav Dubey ha scritto:

Skylark wrote:
  

Hello Abhinav,




but i want to directly get these files in bin instead of copying them. can yoyu 
uggest the code for it!!

  
You don't need to change anything in CMake to get binaries in bin, just 
set CMAKE_INSTALL_PREFIX = (your OSG directory) and build the INSTALL 
project in the VS solution. That will put the binaries and DLLs in 
CMAKE_INSTALL_PREFIX\bin, libs in CMAKE_INSTALL_PREFIX\lib, and examples 
in CMAKE_INSTALL_PREFIX\share\OpenSceneGraph\bin


We might have make some modifications to get the pdb files to follow 
though, currently they don't (they stay in the build subdirectories).


J-S
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hey dear
it works but the only problem is that it creates a subfolder DEBUG under BIN 
which i dont want ..i want the files to directly come under BIN. Any solution 
for this???

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Re: [osg-users] [build] how do i generate project.exe file and .pdb file in specified folder

2009-04-23 Thread Luigi Calori

Try this


   SET_TARGET_PROPERTIES(${PROJECT_NAME}  PROPERTIES 
RUNTIME_OUTPUT_DIRECTORY ${your_exe_dir} )
   SET_TARGET_PROPERTIES(${PROJECT_NAME} PROPERTIES 
LIBRARY_OUTPUT_DIRECTORY ${your_lib_dir} )

   IF(MSVC_IDE)
   SET_TARGET_PROPERTIES(${PROJECT_NAME}  PROPERTIES PREFIX ../)

   or


SET_TARGET_PROPERTIES(${PROJECT_NAME} PROPERTIES 
RELEASE_OUTPUT_NAME ../${TARGET_NAME})
SET_TARGET_PROPERTIES(${PROJECT_NAME} PROPERTIES 
DEBUG_OUTPUT_NAME ../${TARGET_NAME}D)



   ENDIF(MSVC_IDE)

Not sure where the pdb will be put though I' m using the latest ( 
2.6.3) cmake


Hope it helps

Luigi

Abhinav Dubey ha scritto:

i know that way it can be done..but i am using Qt+VS+Cmake and need to do this 
cia CMakeLists.txt. right now what i am doing is that i copy these file from 
the repective folders as a post build even. the code i am using is:

if(WIN32)
add_custom_command(TARGET ${PROJECT_NAME} POST_BUILD
COMMAND md ARGS
$ENV{N3DBINARY_PATH}\\bin   
COMMAND copy ARGS 
$ENV{N3DBINARY_PATH}\\${CMAKE_CFG_INTDIR}\\${PROJECT_NAME}*.exe
$ENV{N3DBINARY_PATH}\\bin
COMMAND if $(ConfigurationName) == Debug copy ARGS 
$ENV{N3DBINARY_PATH}\\${CMAKE_CFG_INTDIR}\\${PROJECT_NAME}*.pdb
$ENV{N3DBINARY_PATH}\\bin
)
endif(WIN32)
but i want to directly get these files in bin instead of copying them. can yoyu 
uggest the code for it!!

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Re: [osg-users] [build] how do i generate project.exe file and .pdb file in specified folder

2009-04-23 Thread Luigi Calori

It depends if you want them put there at INSTALL time or at BUILD time.

CMAKE_INSTALL_PREFIX set the installation path


If you want the dll and ex in bin at BUILD time,  as I' ve already 
suggested, set RUNTIME_OUTPUT_DIRECTORY in bin
AND put  ../  in front of your name or prefix property as I' 
ve already suggested.
the ../ hack is also used in osg CMake files, look at 
OsgMacroUtils.cmake, in particular line 263 of macro SETUP_EXE


This is the way the target are currently put into bin subfolder of the 
build dir.


Regards
 Luigi

Abhinav Dubey ha scritto:

Skylark wrote:
  

Hello Abhinav,




but i want to directly get these files in bin instead of copying them. can yoyu 
uggest the code for it!!

  
You don't need to change anything in CMake to get binaries in bin, just 
set CMAKE_INSTALL_PREFIX = (your OSG directory) and build the INSTALL 
project in the VS solution. That will put the binaries and DLLs in 
CMAKE_INSTALL_PREFIX\bin, libs in CMAKE_INSTALL_PREFIX\lib, and examples 
in CMAKE_INSTALL_PREFIX\share\OpenSceneGraph\bin


We might have make some modifications to get the pdb files to follow 
though, currently they don't (they stay in the build subdirectories).


J-S
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ok..will try this out..i tried the other way i.s setting the 
RUNTIME_OUTPUT_DIRECTORY but what its doing is that it creates a debug folder 
containing the executable files in the bin bolder. I want the files directly to 
come under the bin folder..hope yor solution works. will let you know tomorrow 
when i try it out at my office. Thx a lot.. :)

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[osg-users] vertex data in byte precision

2009-04-15 Thread Luigi Calori

Probably a newbie question:

Is it possible to store vertex data in byte array like Vec3bArray ?

I' ve tried but it seem not allowed: I obtain crash when call setVertexArray
Is it something dependent on driver?

I attach two sample files, short working, byte hanging

Thanks
   Luigi
Group {
  UniqueID Group_0
  nodeMask 0x
  cullingActive TRUE
  num_children 2
  ClearNode {
nodeMask 0x
cullingActive FALSE
StateSet {
  DataVariance STATIC
  rendering_hint DEFAULT_BIN
  renderBinMode USE
  binNumber -1
  binName RenderBin
}
requiresClear TRUE
clearColor 0 0 0 1
clearMask 16640
  }
  Geode {
nodeMask 0x
cullingActive TRUE
StateSet {
  DataVariance STATIC
  rendering_hint DEFAULT_BIN
  renderBinMode INHERIT
  GL_LIGHTING OFF
  GL_DEPTH_TEST OFF
  GL_BLEND ON
  0x8861 ON
  Point {
size 20
fade_threshold_size  1
distance_attenuation  1 0 0
  }
  BlendFunc {
source SRC_ALPHA
destination DST_ALPHA
  }
  textureUnit 0 {
GL_TEXTURE_2D ON
Texture2D {
  file Images/particle.rgb
  wrap_s CLAMP
  wrap_t CLAMP
  wrap_r CLAMP
  min_filter LINEAR_MIPMAP_LINEAR
  mag_filter LINEAR
  maxAnisotropy 1
  borderColor 0 0 0 0
  borderWidth 0
  useHardwareMipMapGeneration TRUE
  unRefImageDataAfterApply FALSE
  internalFormatMode USE_IMAGE_DATA_FORMAT
  resizeNonPowerOfTwo TRUE
}
PointSprite {
  coordOriginMode UPPER_LEFT
}
  }
}
num_drawables 1
Geometry {
  DataVariance STATIC
  useDisplayList TRUE
  useVertexBufferObjects FALSE
  PrimitiveSets 1
  {
DrawArrays POINTS 0 128
  }
  VertexArray Vec3sArray 128
  {
0 11 2 3 16 0
7 18 -8 15 14 9
16 10 -10 4 0 -3
5 4 -8 16 8 -11
3 9 2 7 9 2
7 15 -8 4 4 2
20 19 7 5 2 4
24 22 0 5 -1 -4
22 9 8 10 11 8
17 14 5 0 0 -7
12 10 -7 8 -7 6
10 14 4 6 4 3
14 14 0 10 -1 6
18 14 3 8 -4 1
14 20 0 0 -8 3
11 34 -4 13 -7 1
9 16 -4 13 -5 5
1 34 0 15 -10 -4
15 30 3 6 0 0
-1 21 -3 21 -8 0
7 26 1 13 -6 2
4 27 3 12 -10 -4
-1 31 4 20 -15 4
-3 24 3 23 -9 -1
-7 22 2 36 -10 0
-15 30 0 35 -7 3
-20 34 0 32 -13 -2
-6 25 2 36 -8 -3
-23 25 -1 31 8 -1
-24 22 0 43 5 1
-23 8 2 28 -4 2
-26 5 -2 41 -2 0
-16 13 0 42 1 -2
-18 2 0 40 7 0
-20 -3 1 42 25 2
-29 -3 0 36 29 3
-30 -1 2 34 22 -2
-14 -11 0 36 32 -1
-18 -8 0 40 30 0
-12 -7 0 42 38 0
-24 -13 -1 38 45 -1
-13 -17 0 37 38 -2
-8 -22 1 35 48 -2
-8 -19 1 38 49 -2
-3 -20 -1 22 51 -1
-10 -24 -1 29 57 0
-7 -42 0 21 60 0
3 -39 -1 13 55 0
14 -40 1 16 66 1
10 -28 1 -2 49 0
21 -29 0 -8 65 0
16 -37 2 -9 53 0
32 -44 0 -9 54 1
34 -38 0 -10 56 0
29 -29 1 -27 56 0
49 -31 0 -26 57 0
57 -26 -1 -35 46 1
62 -23 -2 -42 42 0
49 -14 0 -30 43 1
51 -24 -1 -36 39 -1
57 -10 0 -47 28 0
73 -1 1 -46 29 1
62 0 -1 -51 16 1
62 2 0 -50 12 -1
  }
  ColorBinding PER_VERTEX
  ColorArray Vec4Array 128
  {
1 1 0 0.5
1 1 0 0.5
0.984375 0.984375 0.015625 0.507813
0.984375 0.984375 0.015625 0.507813
0.96875 0.96875 0.03125 0.515625
0.96875 0.96875 0.03125 0.515625
0.953125 0.953125 0.046875 0.523438
0.953125 0.953125 0.046875 0.523438
0.9375 0.9375 0.0625 0.53125
0.9375 0.9375 0.0625 0.53125
0.921875 0.921875 0.078125 0.539063
0.921875 0.921875 0.078125 0.539063
0.90625 0.90625 0.09375 0.546875
0.90625 0.90625 0.09375 0.546875
0.890625 0.890625 0.109375 0.554688
0.890625 0.890625 0.109375 0.554688
0.875 0.875 0.125 0.5625
0.875 0.875 0.125 0.5625
0.859375 0.859375 0.140625 0.570313
0.859375 0.859375 0.140625 0.570313
0.84375 0.84375 0.15625 0.578125
0.84375 0.84375 0.15625 0.578125
0.828125 0.828125 0.171875 0.585938
0.828125 0.828125 0.171875 0.585938
0.8125 0.8125 0.1875 0.59375
0.8125 0.8125 0.1875 0.59375
0.796875 0.796875 0.203125 0.601563
0.796875 0.796875 0.203125 0.601563
0.78125 0.78125 0.21875 0.609375
0.78125 0.78125 0.21875 0.609375
0.765625 0.765625 0.234375 0.617188
0.765625 0.765625 0.234375 0.617188
0.75 0.75 0.25 0.625
0.75 0.75 0.25 0.625
0.734375 0.734375 0.265625 0.632813
0.734375 0.734375 0.265625 

Re: [osg-users] Compressed texture

2009-04-01 Thread Luigi Calori

As I' m also interested in texture compression my question is:
when using .osg files or ive files without texture inside (those 
obtained by osgconv -O noTexturesInIVEFile useOriginalExternalReferences 
foo.osg soo.ive)
if there is a chain of pagedlod files that refer to the same texture 
(for example the same material texture is used  for different files at 
different lods)

does it get readed or loaded in txture memory several times?
I though it does not happen... but willing to be sure.
Instead, if it is embedded in ive, it is replicated.
Am I wrong?

Another question: could be feasible to store jpeg as S3TC_DXT* instead 
of uncompressed?
I know it is not happening now... would it be hard to implement? are 
there technical limitations?
it seem to me that other web enabled sw like Google Earth are 
transmitting jpeg texture
I experimented once trying to call the same compression code in osgconv 
inside the jpeg plugin after the read... but the code got unstable and slow.

Has anyone tried this and/or would it be of some interest?


Thanks in advance


Robert Osfield ha scritto:

 Hi Yefei,

On Wed, Apr 1, 2009 at 4:24 PM, Yefei He y...@nads-sc.uiowa.edu 
mailto:y...@nads-sc.uiowa.edu wrote:


   Thanks for your reply. Yes, I agree it will take quite some
effort and possibly format change to implement texture sharing
between ive files with built-in textures. That's why I would like
a quicker way out:) -- using ive files without built-in texture but
refer to compressed texture in dds format. Is my assumption
correct that compressed texture in dds format remains compressed
when loaded into memory and passed on to the osg core and GL layer
without being decompressed, as opposed to say jpeg images which
are decompressed during loading and then passed on to osg core in
uncompressed bitmap format?


Yes this is correct, the OSG loads the S3TC_DXT* compressed formats 
from the .dds file and keeps them in that format in the osg::Image and 
the final downloaded texture.  You can compress the textures for a 
file using osgconv:


osgconv --compressed myfile.flt myfile.ive

It won't solve the problem of sharing textures though.

Robert.


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Re: [osg-users] [build] Unreckognized Commands

2009-03-16 Thread Luigi Calori
I did not used express, a similar problem happend to me when I had an 
osgviewer of one version using a dll from another. Check if you have 
other osg dll in your path and check if
your dll and your exe are all debug or all release. You can also use 
depends to check the dll loaded at runtime. If you are using svn head, 
try to switch to 2.8 release and rebuild from scratch to see if the 
problem persist.

Hope it helps

Adam Wise ha scritto:

Good and bad news: The good: I can access osgviewer. The bad: It crashes every time I try 
to use it. The message I receive is: osgviewer.exe has encountered a problem and 
needs to close, We are sorry for the inconvenience. That message is oddly 
ambiguous...and it happens every time. What should I do?




GordonTomlinson wrote:
  

The D on the end of the name of an EXE or DLL in OSG means you're using the
debug version of the code, rather than the release version which does not
typically have a D at the end

You need to set the environment variable OSGDATA to the location where you
installed the Osg data package

I would recommend you change the environment variable in your system
settings, as opposed to the autoexec.bat , you can change that through
control panel-system-advanced-environment variables and edit the PATH
entries

Note when you change environment variables you will have to close all
instance of Visual studio or other programs that use them as they will not
pick up any changes until you do,


__
Gordon Tomlinson 



IM: 
www.vis-sim.com www.gordontomlinson.com 


__


-Original Message-
From: 
[mailto:] On Behalf Of Adam Wise

Sent: Sunday, March 15, 2009 7:16 PM
To: 
Subject: Re:  [build] Unreckognized Commands


I went to the directory where everything was built, and indeed I found the
executables and ran them in command line. But here's the new problem: it
cannot find the OpenSceneGraph-Data-2.8.0 folder. I'm trying to run the
osgviewer cow.osg example...but that doesn't seem like a possibility right
now. I want to set everything up where my data can be easily found.

Also, Osgviewer...is actually Osgviewerd. What's the difference between the
two?

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Re: [osg-users] Troubles building osg_Freetype plugin

2009-03-03 Thread Luigi Calori

I' m using vs7.1 static lib with 2.6 and 2.8, get it at
http://3d.cineca.it/storage/packages/osgdep_vs71.zip
or get the cmake project that I use to build them at
http://3d.cineca.it/storage/packages/3rdPartySrc_pack.zip

Recently Philip Lowman has started a project to provide CMake builds for 
basic libraries

http://code.google.com/p/cmakeports/


Hope it helps


Luigi



Jean-Sébastien Guay ha scritto:

Hello Dieter,

I find the freetype219.lib, but I thought I need the never version of 
the

freetype (freetype235.lib?) libs.


Oops, you're right, looks like the 3rdParty repo was not updated for 
VS 7.1.


Does anyone have 3rdParty binaries they could contribute that work for 
compiling OSG 2.6/2.8? We could put them on the download site like the 
VC9 3rdparty binaries.


J-S


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Re: [osg-users] Packaging distribution under Windows

2009-02-24 Thread Luigi Calori

Sukender ha scritto:

[I reply a to a direct mail on the mailing list - See copy of the mail below]

Hi Thomas,

Thank you for the info and inno link. Has someone compared inno to nullsoft 
installer ( http://nsis.sourceforge.net )?
I guess I'll have to go and script everything (this is not the case at the 
moment); so copying only needed DLLs seems the way to do it.
  
I think that cpack support one windows  installer (do not rimember which 
as I really hate installers: the best one is zip: install=unzip 
uninstall=remove)
I agree that including dll is the bet way to go, in that case, I wouls 
suggest to include alsoMSVC runtime with the app, in order to NOT 
require any administrator access.

I adopted this strategy to assemble the firefox estension I' m working on.
If you are interested, try : 
http://3d.cineca.it/storage/OSG4Web_test/Windows/test.html and install 
the extension to see the libs included



Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Tue, 24 Feb 2009 02:57:01 +0100, Thomas Hogarth 
thomas.hoga...@googlemail.com a écrit:

  

Hi Sukender

I would reply on the mail list but it's not letting me (not sure if I set it
up right). I've been distributing downloadable osg apps for a little while
now, and have basically come to the conclusion that including the dlls in an
installer and installing them into the apps directory is the easiest way to
go. It does create multiple copies, but with multiple version of osg
floating around, coping to system folder can be risky.

The few tricks I have picked up are

 Think about what plugins you need, if it's an app loading fixed content
then you only need the dlls for that content.

Use a good setup compiler, the one in visual studio is ok but ultimately
it's messy. I use inno script ( http://www.innosetup.com/isinfo.php ) it's
great and has a fantastic help file


I've gotten pretty content heavy apps in at about 20 to 50 MB. This is
pretty huge compared to without the dlls, but is acceptable for a polished
app I think.

(this is one I did at work using openscenegraph 1.4 and artoolkit
http://www.bbc.co.uk/merlin/#/games/magiceye/  comes in at about 36 MB

I'd enjoy hearing more on this, as in the end, the smaller the better :)


Cheers
Thomas Hogarth

PS
Once I get the user list sorted I'll be posting in there



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Re: [osg-users] [build] Can't build libraries under windows

2009-02-23 Thread Luigi Calori
The fact that cmake try to compile osgdb_jpeg means Your FindJPEG does 
nopt return NOTFOUND, try to set Advanced view in cmake-gui and look 
what library/include it has found.
If It point to lib that have been built with MSVC, it is very likely it 
does not work.
So either you remove them or try to build jpeg lib from source with your 
mingw tool chain.

Or try to find a pre-built one with mingw.

If you dare to try the first solution, I have some cmakified sources 
that I use with VS71, get them from  
http://3d.cineca.it/storage/packages/3rdPartySrc_pack.zip
and try to see if they compile with mingw (if you manage, send me 
patches, thanks), unzip the required files in -place as jpeg


Regarding pre-build libs, You probably know better how to get pre-built 
libraries with mingw,
Otherwise, you can try to use the ebuild tool from winkde project:   
  http://techbase.kde.org/Getting_Started/Build/KDE4/Windows/emerge
I see they have quite a lot of package read for emerge, and mingw is 
probably better supported than msvc


Hope it helps


Jonatan ha scritto:
I am trying to compile the binaries myself, and if I succeed I do want to make them available for others. 
The problem is, that I get compilation errors for mingw_osgdb_jpeg.dll .

Does anybody know the solution to these errors?
(see my previous post/mail for the exact error messages)

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Re: [osg-users] problem with Windows debug binaries?

2009-02-17 Thread Luigi Calori


Cory Riddell ha scritto:
Do end users download and install OSG? What on earth do they do with 
it? I believe the intent of the binary packages is to provide a 
shortcut for developers on Windows to get OSG and the dependencies. If 
that's the case, then it wouldn't make any sense to include the MSVC. 
The official distribution is the source tarball, no?


If you are a developer and want to test OSG on different hardware 
platforms, then you need something that run with minimum hassle:
Think of build an usb pen and ask some colleague of yours to run that 
specific OSG example and see if it works ok on his (possibly old) pc

I have been in this situation quite often.
I came up with a folder that include the OSG install + osg data + a 
run.bat that set up OSG_FILE_PATH (it woul really be nice if there was a 
way to define a default path)
It seems to me that, for testing purposes, the inclusion of system dll 
would be good, at least as a default off option.
I silently had to patch osg CMakeFile to do exactly what Philip 
suggested but did not dare to ask for inclusion ...I know windows 
only hack are not exactly welcome.
If you have to build apps that deploy as binaries in platform that you 
do not control (as it happen to me), it could be handy to have a 
reference osg installation to test the deployed platform against, as 
it happens that there are bugs related to bad OpenGL drivers. So the 
need to test with official OSG examples (test)


I also think that OSG could benefit from extensive run time testing, on 
different HW platform and drivers, possibly published as a dashboard, as 
CDash already support an other sw like VTK do.


In that usage pattern, asking for a runtime installation that requires 
Admin privilege to just save some bytes seems incorrect.


Just my 0.2 Euros

Luigi


cory


Philip Lowman wrote:

 . Original Message ...
On Tue, 17 Feb 2009 09:31:37 -0500 Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:
  

Hi Philip,


Yeah, those ZIP releases of the OSG 2.8.0 prebuilts should really have 
the following files placed in the bin folder so they work 
out-of-the-box on Windows 2000, Windows XP, or Windows Vista without 
anyone having to install the MSVC runtime crap.
  
IMHO, installing the MSVC runtime crap is preferable to copying the 
same DLLs in every release zip for every version of OSG (and potentially 
every other project we work on...) and therefore having potentially tens 
if not hundreds of copies of the same files on your system. Installing 
the redist ensures you have one copy (the right one) and it's accessible 
to all programs.



Personally I would trade the whopping 1.6 MB this would take up for the assurance that the binaries will work on all machines.  Of course if you want an end-user's first experience running osgviewer to view some model they found online to be a cryptic error message, then by all means leave things the way they are.  Unfortunately, not every first time user of OSG is going to have MSVC installed or the runtime libraries installed. 


Yes I agree this sucks.  Unfortunately the SxS runtime libraries do not come 
with Windows.

There is no disadvantage to including the runtime DLLs aside from an extra 4 
files and 1.6MB of space used.  I think this is really a no brainer.

  



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Re: [osg-users] -2.8 branch, testing-- vs71

2009-02-06 Thread Luigi Calori

Robert Osfield ha scritto:

Hi Luigi,

Thanks for the testing.  Curious how each different version of VS is
generating a different sets of warnings.  The new warnings are down to
a combination of pruning #prgrama warning disables from
include/osg/Export and upping the default warning level.  At this late
in the game the we can either suppress the warning or lower the
warning level.  In this case I've gone from suppressing the specific
warnings that were causing your problems, changes now checked into the
OSG-2.8 branch.
  
I ' ve updated and started a rebuild. Is currently running, Most 
warnings seems gone, one still remain.
Ill' send the output when finished or do I try to submit experimental 
CDash build?

The compile error with the tiff plugin only occurred for the debug
build, the release build ran fine so it does suggest a mis-match in
the build of the tiff library.   Are you able to recompile this from
source?
  
Sorry... The debug was run with unpatched source, the release with my 
old patch.

I had it submitted long ago but never checked in.
I currently compile tiff library and all the other basic dep
(tiff, jpeg , png, zlib, freetype, curl) with a cmake script.
I tried co compile them statically as so I do not need other .dll around.
I do not know if is my way of build or if is the static build, but I get 
link error in tiff plugin if I do not link also with jpeg and zip lib.
I understand that you do not want to add unnecessary extra linking. Is 
feasable to add a specific VS7.1 case,

Another way could be to add special case to the Find3rdPartyDependencies.
I' m setting ACTUAL_3DPARTY_DIR to specify my dependency install path
Other MSVC builds are using this way to find dep or the linux Findxxx 
stuff? It is hard to tell from the dashboards.


Thanks
  Luigi

Robert.

On Fri, Feb 6, 2009 at 9:42 AM, Luigi Calori l.cal...@cineca.it wrote:
  

I'm currently building 2.8 trunk under Windows XP Visual Studio 7.1
I'm getting quite a lot of warning,
I know this has been discussed before, just want to make sure it is an
expected result and not
something due to my build setup:
I attach the debug and release output zipped
Looking at the dasboard entries of other VC builds on VC 8 and VC Express it
seems they have much few warnings: it is a compiler issue or
there is a better way to build?
expecially the

c:\programmi\microsoft visual studio .net 2003\vc7\include\xtree(1121) :
warning C4702: unreachable code

is really noisy and seem VC related
If there is interest in supporting VC 71, I  can try to arrange for a
nigthly test platform.
I had also an error in building tiff plugin, probably related to my libtiff
lib that is built as static.
Thanks in advance
 Luigi

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Index: src/osgPlugins/tiff/CMakeLists.txt
===
--- src/osgPlugins/tiff/CMakeLists.txt  (revision 9682)
+++ src/osgPlugins/tiff/CMakeLists.txt  (working copy)
@@ -2,7 +2,7 @@
 
 SET(TARGET_SRC ReaderWriterTIFF.cpp )
 
-SET(TARGET_LIBRARIES_VARS TIFF_LIBRARIES)
-
+#SET(TARGET_LIBRARIES_VARS TIFF_LIBRARIES)
+SET(TARGET_LIBRARIES_VARS TIFF_LIBRARY ZLIB_LIBRARY JPEG_LIBRARY)
  end var setup  ###
 SETUP_PLUGIN(tiff)
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Re: [osg-users] -2.8 branch, testing-- vs71

2009-02-06 Thread Luigi Calori

Robert Osfield ha scritto:

Hi Luigi,

Home come you need to compile in the jpeg and zlip libraries into
libtiff?  Does you build of libtiff use these but not link them in
itself?
  
It seems a problem in libtiff build, as forcing linking to jpeg and zlib 
seem solve the problem

Thanks a lot

Luigi

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Re: [osg-users] Installing library plugins to the osgPlugins-VERSION directory

2009-01-31 Thread Luigi Calori

Hi Philip: I did not know you has access to the CMake CVS, good to know,.
I had to change my FindOSG as I need to find also .dll and .so on 
windows and linux.
So I needed both version as well soversion, so I decided to run the 
osgversion utility
Furthermore, it seem to me that osgversion provide other flags to check 
for defines that have been specified in the build process of the osg 
found. like OSG_USE_FLOAT_MATRIX, OSG_USE_FLOAT_PLANE or 
OSG_USE_FLOAT_BOUNDINGSPHERE, are those still required to be defined 
when compiling against osg or they are not used anymore?


I decided to grab VPB version of FindOSG as really  do not fully 
understand the nedd of a separate Findosgcomponent .
I see that other Find modules that have multiple components such as 
ImageMagick are implemented as single file.
In my opinion, having a single file is more handy if  you do not use cvs 
CMake and also help in keeping the distributed CMake Modules directory 
cleaned,
I think we could just find all the components available in the 
standard place and test the requirements against them.


If some of the macro I use for copying lib and plugins dll could be 
useful to someone else, let me know, I can try to assemble them better.


Luigi




Philip Lowman ha scritto:
On Thu, Jan 29, 2009 at 10:39 AM, Luigi Calori l.cal...@cineca.it 
mailto:l.cal...@cineca.it wrote:


This is my FindOSG file I use for getting dll to copy , it get the
version also... see
  #get version numbers
  EXEC_PROGRAM(${OSG_VERSION_APP} ARGS  --version-number
OUTPUT_VARIABLE OSG_VERSION_NUMBER)
  EXEC_PROGRAM(${OSG_VERSION_APP} ARGS  --so-number
OUTPUT_VARIABLE OSG_SO_NUMBER)
EXEC_PROGRAM(${OSG_VERSION_APP} ARGS
 --openthreads-soversion-number OUTPUT_VARIABLE OSG_OT_SO_NUMBER)

I agree the FindOSG should be distributed along OSG.
My version need to find .dll under windows to copy them into a
packaged distribution (Firefox plugin)
I use it under Windows and Linux not tested on Mac


A lot of work has been done recently in CVS CMake to improve the Find 
modules shipped with CMake (originally written by Eric Wing) to better 
work with the OSG.  I believe most of the features Luigi has added to 
his FindOSG.cmake should be present there with a couple of improvements:


1. Component support
2. It should be trivial to add find modules for new nodekits (bundled 
with OSG or not) without modifying the core FindOpenSceneGraph.cmake file

3. Version support and enforcement (by header file parsing)
4. Backwards compatibility with older versions of OSG that lack newer 
node kits.  It will not search for nodekits until told to do so.


I left out exposing the SO version figuring that users that need this 
level of detail can just include osg/Version (or osg/Config in the 
case of double/float issues) and write their own configure tests.  
Also SO versioning isn't available on all versions of the OSG anyways.


Here's a brief synopsis of how to use it.  As you can see, it is very 
easy for the end user.  It should work anywhere from 2.0.0 to 2.7.9 
and might even work with 1.2.0 although I don't have binaries around 
to test this. =)  Please see the documentation for more details.



find_package(OpenSceneGraph 2.0.0 REQUIRED osgDB osgGA osgViewer osgUtil)
include_directories(${OPENSCENEGRAPH_INCLUDE_DIRS})
add_executable(foo foo.cc)
target_link_libraries(foo ${OPENSCENEGRAPH_LIBRARIES})


If you feel anything is missing or if you try it and it doesn't work 
please file a bug in the CMake bug tracker.  I and others in the CMake 
community will support these modules with your patches (especially now 
that I have commit access =) ).  All of the above should be included 
in the upcoming CMake 2.6.3 release.  If you prefer not to muck with 
CVS I will post when an RC that includes the modules is available.


One minor downside to it is that if you can't set 
cmake_minimum_required(VERSION 2.6.3) for your project, you'll have to 
include more than one file in your CMAKE_MODULE_PATH.  This is also a 
bit of a good thing, however, as developers should be able to simply 
distribute a 5 line FindosgFoo.cmake for their new nodekits and there 
will be no need to continuously patch a FindOpenSceneGraph.cmake over 
the long term as it will be distributed with CMake.  Also if your 
project doesn't need the osgFoo nodekit you would never need to 
download the FindosgFoo.cmake file.


http://public.kitware.com/cgi-bin/viewcvs.cgi/Modules/?root=CMake
See:
FindOpenSceneGraph.cmake
Findosg_functions.cmake
Findosg.cmake  (depends on Findosg_functions.cmake)
FindosgDB.cmake (depends on Findosg_functions.cmake)
Findosg*.cmake (depends on Findosg_functions.cmake)
FindOpenThreads.cmake


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Re: [osg-users] Installing library plugins to the osgPlugins-VERSION directory

2009-01-31 Thread Luigi Calori

Philip Lowman ha scritto:
On Sat, Jan 31, 2009 at 4:22 AM, Luigi Calori l.cal...@cineca.it 
mailto:l.cal...@cineca.it wrote:


Hi Philip: I did not know you has access to the CMake CVS, good to
know,.
I had to change my FindOSG as I need to find also .dll and .so on
windows and linux.
So I needed both version as well soversion, so I decided to run
the osgversion utility
Furthermore, it seem to me that osgversion provide other flags to
check for defines that have been specified in the build process of
the osg found. like OSG_USE_FLOAT_MATRIX, OSG_USE_FLOAT_PLANE or
OSG_USE_FLOAT_BOUNDINGSPHERE, are those still required to be
defined when compiling against osg or they are not used anymore?


That is a good question, I'm not sure when osg/Config was added to 
the build in relation to those preprocessor definitions being added.
Robert should clarify it, and also if is more robust to look at headers 
or to run osgversion to get version number
 



I decided to grab VPB version of FindOSG as really  do not fully
understand the nedd of a separate Findosgcomponent .
I see that other Find modules that have multiple components such
as ImageMagick are implemented as single file.
In my opinion, having a single file is more handy if  you do not
use cvs CMake and also help in keeping the distributed CMake
Modules directory cleaned,
I think we could just find all the components available in the
standard place and test the requirements against them.


We can't remove FindosgComponent.cmake from CMake for backwards 
compatibility reasons so I've instead focused on making those files as 
tiny as possible and clumping the function calls in 
Findosg_functions.cmake.
Well, that's also a CMake policy: if any findable package define one 
Findxxx file for his sub-package the Modules folder will probably grow a 
lot.


I think eventually the extensibility of FindOpenSceneGraph.cmake will 
pay off.  In the long term it can be used by 3rd party nodekit 
developers so they can write their own FindosgFoo.cmake to allow their 
nodekits to be found alongside the OSG, without having to worry about 
submitting code patches to allow their nodekit to be detected.


Obviously in the short term so long as you can't declare CMake minimum 
version = 2.6.3 the only real annoyance (assuming you want to use 
this at all) is needing to download  CM 4+x files in your 
CMAKE_MODULE_PATH (where x = the number of nodekits you use in your 
project).  Of these 4+x files only 2 will likely ever change, 
Findosg_functions.cmake  FindOpenSceneGraph.cmake.  Findosg.cmake  
FindOpenThreads.cmake are obviously always required for very good 
reasons. =)
OpenThreads is a different package, so, even if it is most used in OSG, 
it deserves his own separate Find,
instead, the difference between FindOpenSceneGraph and Findosg is not 
clear to me.


 


If some of the macro I use for copying lib and plugins dll could
be useful to someone else, let me know, I can try to assemble them
better.


There is something new in CMake called GetPrerequisites.cmake you may 
want to investigate.  I assume it may still may have some bugs in it, 
but it aims at determining the DLL dependencies of your LIB files at 
which point you can do whatever you want with the list (copy to build 
tree, INSTALL(), etc.)
I had looked at  it but not used as It seems in CVS only and not seen 
clear example usage,
It seems to me it try to infer dll requiremets by parsing output from 
dumpin under windows or ldd under linux it is an interesting 
approach, not know if it is already usable.

Have you an idea if it 'll go into cmake 2.6.3 or just 2.7?


Making it easier for new CMake users to copy files to either MSVC 
build trees or standard build trees is something I'd like to see 
supported within CMake/Modules with an easy to use API.  Everybody 
seems to have either come up with their own home-brewed solution for 
this one or have cobbled together something from mailing list posts.

I found quite handy to use:
   IF(EXISTS 
${CMAKE_ROOT}/Modules/InstallRequiredSystemLibraries.cmake)

   SET(CMAKE_INSTALL_MFC_LIBRARIES 1)
   INCLUDE(InstallRequiredSystemLibraries)
 ENDIF(EXISTS 
${CMAKE_ROOT}/Modules/InstallRequiredSystemLibraries.cmake)


to tell CMake to add system library to bin install folder, this way the 
bin folder is made auto consistent.


Regards
Luigi
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Re: [osg-users] Installing library plugins to the osgPlugins-VERSION directory

2009-01-31 Thread Luigi Calori

Philip Lowman ha scritto:
On Sat, Jan 31, 2009 at 9:47 AM, Luigi Calori l.cal...@cineca.it 
mailto:l.cal...@cineca.it wrote:


Philip Lowman ha scritto:

On Sat, Jan 31, 2009 at 4:22 AM, Luigi Calori
l.cal...@cineca.it mailto:l.cal...@cineca.it
mailto:l.cal...@cineca.it mailto:l.cal...@cineca.it wrote:
   Hi Philip: I did not know you has access to the CMake CVS,
good to
   know,.
   I had to change my FindOSG as I need to find also .dll and
.so on
   windows and linux.
   So I needed both version as well soversion, so I decided to run
   the osgversion utility
   Furthermore, it seem to me that osgversion provide other
flags to
   check for defines that have been specified in the build
process of
   the osg found. like OSG_USE_FLOAT_MATRIX,
OSG_USE_FLOAT_PLANE or
   OSG_USE_FLOAT_BOUNDINGSPHERE, are those still required to be
   defined when compiling against osg or they are not used
anymore?

That is a good question, I'm not sure when osg/Config was
added to the build in relation to those preprocessor
definitions being added.

Robert should clarify it, and also if is more robust to look at
headers or to run osgversion to get version number


Header file parsing has an advantage in that it doesn't rely on the 
user having their LD_LIBRARY_PATH or ld.so.conf file configured 
properly to run osgversion.

In fact I had to add
   IF(UNIX)
   SET(ENV{LD_LIBRARY_PATH} 
${OSG_BINARY_DIR}:$ENV{LD_LIBRARY_PATH})

   ENDIF(UNIX)
before calling osgVersion the osg application are not linked 
consistently and need setup of  LD_LIBRARY_PATH, unfortunately
Provided Robert doesn't add non-numerics to his version numbering 
scheme I'm fairly certain the regex shouldn't break.  By all means, 
please have a look.  Better to fix any possible issues now than later.
http://public.kitware.com/cgi-bin/viewcvs.cgi/Modules/FindOpenSceneGraph.cmake?root=CMakeview=markup 
http://public.kitware.com/cgi-bin/viewcvs.cgi/Modules/FindOpenSceneGraph.cmake?root=CMakeview=markup



We can't remove FindosgComponent.cmake from CMake for backwards
compatibility reasons so I've instead focused on making those
files as tiny as possible and clumping the function calls in
Findosg_functions.cmake.

Well, that's also a CMake policy: if any findable package define
one Findxxx file for his sub-package the Modules folder will
probably grow a lot.


I do agree with you that the FindosgComponent.cmake arrangement is 
probably not the best idea for most projects.  For the OSG with its 
many external nodekits I don't think it was a bad choice at all.
I do not want to start a flame here, I just perceive OSG  as being mad 
of several components, that are built and packaged together and rarely 
reside on different paths


Regarding the argument that there may be too many files in the Modules 
folder, I've heard it.  My response is that the more files in Modules, 
the better.  I'd like to see 1000 files in Modules.  Provided the 
package is somewhat popular, it should have a find module.
Completely agree, but 1000 packages * 10 files per package (like OSG) = 
1 files probably better organizing as one folder per package...




I think eventually the extensibility of
FindOpenSceneGraph.cmake will pay off.  In the long term it
can be used by 3rd party nodekit developers so they can write
their own FindosgFoo.cmake to allow their nodekits to be found
alongside the OSG, without having to worry about submitting
code patches to allow their nodekit to be detected.

Obviously in the short term so long as you can't declare CMake
minimum version = 2.6.3 the only real annoyance (assuming you
want to use this at all) is needing to download  CM 4+x files
in your CMAKE_MODULE_PATH (where x = the number of nodekits
you use in your project).  Of these 4+x files only 2 will
likely ever change, Findosg_functions.cmake 
FindOpenSceneGraph.cmake.  Findosg.cmake 
FindOpenThreads.cmake are obviously always required for very
good reasons. =)

OpenThreads is a different package, so, even if it is most used in
OSG, it deserves his own separate Find,
instead, the difference between FindOpenSceneGraph and Findosg is
not clear to me.


Findosg just finds libosg.so and osg.lib.  Similarly FindosgDB 
just finds libosgDB.so and osgDB.lib.  FindOpenSceneGraph 
orchestrates calling all of these small find modules.  And yes, I've 
put a warning note in Findosg.cmake to steer the new user to 
FindOpenSceneGraph.cmake.  We can't dramatically change the behavior 
of Findosg.cmake, again, for backwards compatibility reasons.  CMake 
aspires towards 0 user build regressions on version upgrades both in 
Source

Re: [osg-users] Installing library plugins to the osgPlugins-VERSION directory

2009-01-29 Thread Luigi Calori
This is my FindOSG file I use for getting dll to copy , it get the 
version also... see

   #get version numbers
   EXEC_PROGRAM(${OSG_VERSION_APP} ARGS  --version-number 
OUTPUT_VARIABLE OSG_VERSION_NUMBER)
   EXEC_PROGRAM(${OSG_VERSION_APP} ARGS  --so-number OUTPUT_VARIABLE 
OSG_SO_NUMBER)
 EXEC_PROGRAM(${OSG_VERSION_APP} ARGS  
--openthreads-soversion-number OUTPUT_VARIABLE OSG_OT_SO_NUMBER)


I agree the FindOSG should be distributed along OSG.
My version need to find .dll under windows to copy them into a packaged 
distribution (Firefox plugin)

I use it under Windows and Linux not tested on Mac

Hope it helps

Luigi


Jason Beverage ha scritto:
Thanks Art and JS, I'll take a look at osgPPU and see what I can come 
up with.


Jason

On Thu, Jan 29, 2009 at 10:28 AM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com 
mailto:jean-sebastien.g...@cm-labs.com wrote:


Hi Jason,


We've had a couple of requests on osgEarth to install our
osgDB plugins directly to the osgPlugins-VERSION directory.
 Is there a way in CMake that I can determine what that
directory would be?


I think Art does something for this in his CMake files for
osgPPU... You could grab osgPPU and see.

It would be nice to have a generalized FindOSG.cmake file that
would be distributed with OSG and which any nodekits / projects
would use to get this for free. Or maybe this already exists?

J-S
-- 
__

Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
mailto:jean-sebastien.g...@cm-labs.com
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# Locate gdal
# This module defines
# OSG_LIBRARY
# OSG_FOUND, if false, do not try to link to gdal 
# OSG_INCLUDE_DIR, where to find the headers
#
# $OSG_DIR is an environment variable that would
# correspond to the ./configure --prefix=$OSG_DIR
#
# Created by Robert Osfield. 

FIND_PATH(OSG_INCLUDE_DIR osg/Node
${OSG_DIR}/include
$ENV{OSG_DIR}/include
$ENV{OSG_DIR}
$ENV{OSGDIR}/include
$ENV{OSGDIR}
$ENV{OSG_ROOT}/include
~/Library/Frameworks
/Library/Frameworks
/usr/local/include
/usr/include
/sw/include # Fink
/opt/local/include # DarwinPorts
/opt/csw/include # Blastwave
/opt/include
[HKEY_LOCAL_MACHINE\\SYSTEM\\CurrentControlSet\\Control\\Session\ 
Manager\\Environment;OSG_ROOT]/include
/usr/freeware/include
)

FIND_PROGRAM(OSG_VERSION_APP
NAMES osgversion osgversiond
PATHS
${OSG_DIR}/bin
$ENV{OSG_DIR}/bin
$ENV{OSG_DIR}
$ENV{OSG_ROOT}/lib
~/Library/Frameworks
/Library/Frameworks
/usr/local/lib
/usr/lib
/sw/lib
/opt/local/lib
/opt/csw/lib
/opt/lib
[HKEY_LOCAL_MACHINE\\SYSTEM\\CurrentControlSet\\Control\\Session\ 
Manager\\Environment;OSG_ROOT]/lib
/usr/freeware/lib64
)
IF(OSG_VERSION_APP)
#define binary folder
IF(WIN32)
GET_FILENAME_COMPONENT(OSG_BINARY_DIR ${OSG_VERSION_APP} PATH)
ELSE(WIN32)
GET_FILENAME_COMPONENT(tmp ${OSG_VERSION_APP} PATH)
GET_FILENAME_COMPONENT(tmp ${tmp} PATH)
SET(OSG_BINARY_DIR ${tmp}/lib)
IF(UNIX)
SET(ENV{LD_LIBRARY_PATH} 
${OSG_BINARY_DIR}:$ENV{LD_LIBRARY_PATH})
ENDIF(UNIX)
ENDIF(WIN32)


#get version numbers
EXEC_PROGRAM(${OSG_VERSION_APP} ARGS  --version-number OUTPUT_VARIABLE 
OSG_VERSION_NUMBER)
EXEC_PROGRAM(${OSG_VERSION_APP} ARGS  --so-number OUTPUT_VARIABLE 
OSG_SO_NUMBER) 
EXEC_PROGRAM(${OSG_VERSION_APP} ARGS  --openthreads-soversion-number 
OUTPUT_VARIABLE OSG_OT_SO_NUMBER)
# Automatically detected build options
EXEC_PROGRAM(${OSG_VERSION_APP} ARGS Matrix::value_type OUTPUT_VARIABLE 
OSG_USE_FLOAT_MATRIX)
IF(OSG_USE_FLOAT_MATRIX MATCHES float)
LIST(APPEND OSG_DEFINITIONS -DOSG_USE_FLOAT_MATRIX)
ENDIF(OSG_USE_FLOAT_MATRIX MATCHES float)

EXEC_PROGRAM(${OSG_VERSION_APP} ARGS Plane::value_type OUTPUT_VARIABLE 
OSG_USE_FLOAT_PLANE)
IF(OSG_USE_FLOAT_PLANE MATCHES float)
LIST(APPEND OSG_DEFINITIONS -DOSG_USE_FLOAT_PLANE)
ENDIF(OSG_USE_FLOAT_PLANE MATCHES float)


Re: [osg-users] Is it time that we have a OpenSceneGraph/src/3rdPartyPlugins directory?

2008-12-09 Thread Luigi Calori

Robert Osfield ha scritto:

Hi All,

Following on from my earlier topic of discussion on OSG packaging
granularity and naming, and picking up on Andreas experiments with a
Firefox plugin, and Cedric's further dev of the Blender Python scripts
for exporting to .osg, and the other community activity on various
plugins for others tools, I feel it's worth discussing how we go about
coordinating and making it more accessible to end users.
  
Completely agree, integration with other sw like 
browser,scripting,modelling is important and
one of the weakest point of OSG compared with other projects ( ie OGRE ) 
is the lack of coordinantion in add-ons

and the sparceness of source.

Right now we have various projects that use the developed out in the
community that fit the role of plugins to other tools, like modelling
applications to provide OSG exporters, and plugins to browsers.  Most
of the these projects will be maintained out in the community, may
have their own project websites, may have a single contributors, or
several, and may be dropped, then picked up by others further down the
line, or just sit annexed out on the wiki.  This situation isn't too
much work for me as It means I don't need to spend time coordinating
or maintaining these works, but... often it looks like such projects
come and go in terms of support for latest versions of OSG, or latest
versions of the 3rd party applications, so I'd guess for many OSG
users/developers that aren't straight forward to pick up and use.
  
Are you thinking of  a sort of 'battery included' OSG, with dependency 
and addons?

One possible solution might be to bring maintenance and distribution
of these 3rd party plugins directly into the core OpenSceneGraph
distribution in the form of a collection of src/3rdPartyPlugins
projects.  Some of these might be compilable C++ code such as a
Firefox plugin, while others might be just a collection of scripts
that just need to be installed in a place that a modeller such as
Blender can pick up on.  Custom Cmake installer might work well for
taking these built libs/scripts into the appropriate places, as well
as detecting dependencies and only building/installing what you have
supported on your platform.

Another other solution would be see if we can coordinate the
management and software/build and distribution so that a similar
pattern is used by all the various 3rd party plugin projects - to make
it easier to OSG users to navigate to, use and contribute to them.
  
The two could not be mutual exclusive: a project could first be 
mantained externally but adapted to the common layout and then, 
eventually integrated.
I think providing tools and structure to help people to work on the same 
code would help, expcially during internediate state of development.
As far as the repositories share a common layout and there is a simple 
script to grab the needed components and build, the user could not even 
perceive there are different

repos behind.
I have looked at distributed CVS like Bazaar or Mercurial and it seems 
to me they are more flexible in allowing different management patterns.
Regarding CMake build, each project could have his own CMakefile, but 
could share with other all the macros nedeeded (custom Find etc..)
For example the FindOSG and the macros used to detect build options, 
could be shared among all the projects using OSG.

If we were to got the direct integration route, we'll have to be
careful about how we manage the integration of the sources, testing
and on-going development in such a way as not to increase my own
workload.  Strategies to mitigate this workload would be to prepare
the bodies of work so that they fit seamlessly into the OSG build
system/directories structure, so it's just a straight forward task of
my pulling in the software, then once they are ready then integrate
into core OSG, but not before this.  One needn't have a perfected
software before integration, but it would at least need to fit
comfortably and non-intrusively into the OSG build.  A way of doing
this prep work would be for us to use the branches section of the OSG
svn repository in similar way to how Jeremy and Cedric have been
prepping osgWidget and osgAnimation.

If you do have software that you feel is a candidate for being part of
3rdPartyPlugins collection then please outline what it is, what files
go into it, how it's built, how it might fit into a CMake build
system, what its portability and dependencies are.
  

Currently I' m working on our VirtualRome osg4web Firefox and IE Plugin.
We can for sure benefit from having more structured firefox 
example/support .
I' m trying to clean up our CMake based build and, I' ll try to see if 
it can build also Andrea plugin

I' m currently using my version of FindOSG.
I'm also using CMake for build basic dependencies 
(tiff,jpeg,png,zip,curl) under windows as I still use VS7.
I understand that under Linux the dependencies are found in the system 
but under windows this is not an 

Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-05 Thread Luigi Calori

Andreas Goebel ha scritto:

Try this:

#ifdef XP_WIN
   char buf[MAX_PATH];
   if ( ::GetModuleFileName(::GetModuleHandle(npOSG4Web.dll), buf, 
sizeof(buf)) ) {

   char* lastSlash = strrchr(buf, '\\');
   if (lastSlash)
   *(lastSlash + 1) = '\0';

   mShellBase.setInitOption(INIT_OPTION_INSTALLDIR,  std::string(buf));


This is tied to my npOSG4Web.dll , you have to substitute your dll

Are you trying to deploy as a Firefox extension?
I' ve managed to build, but did not already inserted in the CMake project.
I like that way of deployment, it gives you also an update mechanism 
with signing features
You could easily grab the stuff if you just install my plugin into a new 
folder like


D:\Programmi\Mozilla Firefox\firefox.exe  -no-remote --profile 
D:/Temp/prova1 http://3d.cineca.it/storage/models/gaiani/htdocs/index.html
your firefox  -no-remote --profile a new folder 
http://3d.cineca.it/storage/models/gaiani/htdocs/index.html


then look into a new folder[EMAIL PROTECTED] for the file 
install.rdf


the important lines are updateKey and updateURL and em:id





Simon Hammett schrieb:

On windows you can call GetModuleFileName which retrieves the fully
qualified path to the dll/exe
in which the calling function resides.
  

Sadly no, it returns the path to firefox.exe, already tried that.
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Re: [osg-users] Reading a node file from http

2008-12-04 Thread Luigi Calori

Andreas Goebel ha scritto:

Hi,

I am just writing a firefox-plugin for osgViewer, which was 
surprisingly easy so far. I already have got old bessy in firefox, but 
it is loaded from a local file.


How can I load files from http? I guess that I either have to interact 
somehow with the firefox plugin-api and stream it somehow to my 
plugin, or something else that I am not aware of.


If someone has done something of the kind, please give me a pointer at 
where to look for.


Not sure if I understood: you are putting osgviewer inside firefox like
http://3d.cineca.it/storage/demo_vrome_ajax/virtualrome_3d.html 
(windows onlysic)

or the other way around?
If it is the first case, we used curl osg built in functionality to get 
ive and osg from the web, just pass url to ReadNodeFile
I know that it should be possible to ask for firefox a url and get back 
like a stream, but we decided to go the easiest way.

On which platform are you working on?
There are several projects for putting osg inside browser and It would 
be really nice if we coud share efforts.
If your release plan is open source (like our), please let we know, we 
are more than willing to cooperate.
We found that most of the trouble comes when you scale both data as well 
as  deploymentplatforms.
Our stuff is relatively stable on NVidia recent HW but fails on old ATI 
and on some intel.


Regards
Luigi


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Re: [osg-users] Please test SVN of OpenSceneGraph in pre for 2.7.6 dev release -- missing files

2008-11-29 Thread Luigi Calori
It seems that BoundingBox.cpp BoundingSphere.cpp have been removed from 
the svn

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Re: [osg-users] Please test SVN of OpenSceneGraph in pre for 2.7.6 dev release -- missing files

2008-11-29 Thread Luigi Calori

Robert Osfield ha scritto:

On Sat, Nov 29, 2008 at 11:19 AM, Luigi Calori [EMAIL PROTECTED] wrote:
  

It seems that BoundingBox.cpp BoundingSphere.cpp have been removed from the



Very observant...  10 points.

Not observant enough...  -20 points.

BoundingBox and BoundingSphere now have templated definition to allow
double and float versions of bounding volumes to be used in the
application.

Do you have a build failure?  Is so it suggests you need to re-run
cmake to update your project files.
  
I did an svn update and I' m pretty sure I did a cmake run and a build, 
not a re-build.

I got linking error and wrongly assumed missing files.
Either I did something wrong or VS7 does not recognize he has to rebuild 
the whole thing.

Now cleaned everything and seems to build fine.

Sorry for assuming a bug that was not there...
Lesson learned:  do a clean build before sending any  bug.

Luigi
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Re: [osg-users] How to compile OSG with Dev-C++ and 3rdParty source in Cmake!

2008-11-28 Thread Luigi Calori
I' m currently using CMake to build 3rdParty dependencies with VC7.1, if
you want to see if it is working for mingw, get either
http://3d.cineca.it/storage/packages/3rdPartySrc.zip ot
http://3d.cineca.it/storage/packages/3rdPartySrc_packed.zip
The latter require you unpack in place the original source zip.

Hope it helps

Luigi


Wang Rui ha scritto:
 Hi YangXiao
 Maybe you should try to build required 3rd dependence with mingw
 (which is the default compiler of Dev-Cpp) first, and then build OSG
 with CMake.

 Wang Rui
 2008/11/28 YangXiao [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]

 Hi Everyone:
 I already setup QT and Dev-C++ on my computer and integrate in
 Eclipse,But when i compile osg and 3rdParty ,I found only a Visual
 c++ 8 sp1 binary lib.
 How to compile OSG with Dev-C++ and 3rdParty source in Cmake?
 Someone can give me advices!
 Best regards.
 YangXiao


 
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Re: [osg-users] osgswig: the bigobj problem rears its head again

2008-11-26 Thread Luigi Calori

Hartmut Seichter ha scritto:


I have a student working on this problem - to add the flag is good and 
fixes the problem temporarily but in general osgSWIG needs a more 
scalable approach.
Nice to hear, are there any preview of the new wrapping layout? any 
hints on when this will be available?

We are currently stuck with a  OSG 2.4 VS7.1 version of osgSwig.
I' ve tried suggestion  on 
http://code.google.com/p/osgswig/issues/detail?id=13#c5 and it helps, 
but still compilation times takes ages.
I could also try to switch to VS 2005 even if it seems a bit harder to 
distribute (needs runtime installation on XP) and also

Python 2.5 binary distribution is built with VS7.1 .

Any progress on the

MixinVector (http://code.google.com/p/osgswig/issues/detail?id=12) issue?








H




Randolph Fritz wrote:
I'm writing this up so that people who aren't cmake experts have a 
note about this workaround.


For my next trick, I tried building this on Windows using Visual C++. 
After some blundering around, I found that adding /bigobj flag to 
CMAKE_CXX_FLAGS (edit the field in the cmake GUI--it is one of the 
advanced options) makes the build go, but only on Visual Studio 
2005 and later.


MS acknowledges the problem and recognizes that machine-generated 
code may trigger it in the page at 
http://msdn.microsoft.com/en-us/library/ms173499(VS.80).aspx.


Reported at http://code.google.com/p/osgswig/issues/detail?id=13.

Randolph Fritz
  design machine group
  architecture department
  university of washington
[EMAIL PROTECTED]

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Re: [osg-users] Issue creating a stand alone DLL

2008-11-26 Thread Luigi Calori

We had somehow similar plroblem with VS 2005 and so are stuck on to 2003.
Try to patch toplevel OSG cmakelists with the patch included
then when you install, it should put release runtime libs in install/bin
(under vs7 are msvcr71.dll msvcp71.dll mfc71.dll)

hope it helps


Geoff ha scritto:

Ok, I am having a problem creating a stand alone DLL that wraps some
functionality of OpenSceneGraph so that I can use it via COM in my
CodeGear C++ Builder app.

I have created the dll, and have been successful in using it on my
development machine, but only in debug mode and only on that machine.

My question is, is there a proper way to create a DLL in Visual Studio
2005, using C++, and encapsulating it so that it can be deployed onto
other machines? Any help would be greatly appretiated as I have
exhausted my knowledge and the deadline is fast approaching.
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Index: CMakeLists.txt
===
--- CMakeLists.txt  (revision 9070)
+++ CMakeLists.txt  (working copy)
@@ -229,6 +229,11 @@
 SET(CMAKE_EXE_LINKER_FLAGS_DEBUG /debug /INCREMENTAL:NO)
 ENDIF(NOT OSG_MSVC_DEBUG_INCREMENTAL_LINK)
 ENDIF(${CMAKE_MAJOR_VERSION} EQUAL 2 AND ${CMAKE_MINOR_VERSION} EQUAL 
4 AND ${CMAKE_PATCH_VERSION} LESS 7)
+IF(EXISTS ${CMAKE_ROOT}/Modules/InstallRequiredSystemLibraries.cmake)
+   SET(CMAKE_INSTALL_MFC_LIBRARIES 1)
+   INCLUDE(InstallRequiredSystemLibraries)
+ ENDIF(EXISTS 
${CMAKE_ROOT}/Modules/InstallRequiredSystemLibraries.cmake)
+
 ENDIF(MSVC)
 ENDIF(WIN32)
 
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Re: [osg-users] osgswig binary release?

2008-11-17 Thread Luigi Calori

Hartmut Seichter ha scritto:

Luigi Calori wrote:
Hi Gerwin, I subscribed to SWIG list and read that response too, I' 
ll try to do some test on that because I really want to be able to 
run my python app code on more recent OSG
I' ll let you know if any success, I' m also applying some mod to 
make the latest svn compile under msvc 7.1.


If you have any suggestion, please let me know.

Is someone still working on osgSwig?
Yes, still working on it :) - I am actually hiring somebody to work on 
a new build system

Good to hear!
The new build system will still be based on CMake?
Do you have a preview? like a branch in svn or like?
In that case,please let we know, I'm confident the number of people 
willing to help is 0   :)

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Re: [osg-users] osgswig binary release?

2008-11-15 Thread Luigi Calori

Phan, Linh H ha scritto:

Hi Luigi,

  thanks for your osg.zip!  However, whenever I run pickosg.py :

[EMAIL PROTECTED] ~...examples/python]$ ./pickosg.py
Warning: Could not find plugin to read objects from file cow.osg.

It seems that this line:

loadedModel = osgDB.readNodeFile(cow.osg)

always return None.  I then explicitly include the osgPlugins-2.6.0 directory 
in pickosg.py via:

#!c:/Python25/python.exe
import sys;
sys.path.append('c:\\cygwin-1.7\\usr\\local\\src\\osg\\osgPlugins-2.6.0');

but it still could not find plugin.  Do you know what I'm doing wrong?
  

Not sure, but I have the osg in the PATH environment... like

import os
os.environ['PATH']='c:\\cygwin-1.7\\usr\\local\\src\\osg'+os.pathsep+os.environ['PATH']

if you have unzipped my stuff in c:\\cygwin-1.7\\usr\\local\\src  


hope it helps

Luigi


Thank you Luigi,

Linh

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Luigi Calori
Sent: Friday, November 14, 2008 3:12 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgswig binary release?

Here
http://virtualrome.googlecode.com/svn/trunk/py_code/py25_apps/PyPackages/osg.zip

you can find an osgSwig (from some month ago, with some patches) I has
been built with Visual Stusio 7.1 against OSG 2.5 (included with the zip)
It has been tested with python 2.5 win32 binary, you can test by adding
the folder where you extract the zip to the PYTHONPATH env variable

I'm  trying to build osgSwig svn with OSG 2.6 (Viual Studio
compiler)buth there is a still unsolved problem, reported in
http://code.google.com/p/osgswig/issues/detail?id=12#c3
due to substitution of std::vector with osg::MixinVectors   (this low
level change prevents wrapper access to functions for building arrays)
I also had to make some changes to build as reported in
http://code.google.com/p/osgswig/issues/detail?id=13

If interested, let me know

Luigi


Phan, Linh H ha scritto:
  

Hi,

  I'm having a real hard time compiling osgswig (gotten from osgswig
svn) for OpenSceneGraph 2.3.4 on Windows using MinGW or cygwin.  The
README said that it has been tested with OpenSceneGraph 2.3.4.  Does
anyone have a pre-built Windows binary for osgswig that they can make
available?  I would really appreciate it.

Thank you,

Linh




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Re: [osg-users] osgswig binary release?

2008-11-14 Thread Luigi Calori

Here
http://virtualrome.googlecode.com/svn/trunk/py_code/py25_apps/PyPackages/osg.zip

you can find an osgSwig (from some month ago, with some patches) I has 
been built with Visual Stusio 7.1 against OSG 2.5 (included with the zip)
It has been tested with python 2.5 win32 binary, you can test by adding 
the folder where you extract the zip to the PYTHONPATH env variable


I'm  trying to build osgSwig svn with OSG 2.6 (Viual Studio 
compiler)buth there is a still unsolved problem, reported in

http://code.google.com/p/osgswig/issues/detail?id=12#c3
due to substitution of std::vector with osg::MixinVectors   (this low 
level change prevents wrapper access to functions for building arrays)

I also had to make some changes to build as reported in
http://code.google.com/p/osgswig/issues/detail?id=13

If interested, let me know

Luigi


Phan, Linh H ha scritto:

Hi,
 
  I'm having a real hard time compiling osgswig (gotten from osgswig 
svn) for OpenSceneGraph 2.3.4 on Windows using MinGW or cygwin.  The 
README said that it has been tested with OpenSceneGraph 2.3.4.  Does 
anyone have a pre-built Windows binary for osgswig that they can make 
available?  I would really appreciate it.
 
Thank you,
 
Linh
 
 



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Re: [osg-users] osgswig binary release?

2008-11-14 Thread Luigi Calori
Hi Gerwin, I subscribed to SWIG list and read that response too, I' ll 
try to do some test on that because I really want to be able to run my 
python app code on more recent OSG
I' ll let you know if any success, I' m also applying some mod to make 
the latest svn compile under msvc 7.1.


If you have any suggestion, please let me know.

Is someone still working on osgSwig?

Thanks
 Luigi


Gerwin de Haan ha scritto:

Luigi,

As far as the wrapping of osg::MixinVectors goes to support osg 2.6 
and on with osgswig, I did get a response from the swig maintainer 
William Fulton on how to go about on this:


... The easiest is probably to run SWIG -E on std_vector.i and copy 
paste and change std to osg and vector to MixinVector. You'll see that 
there is a lot of code developed for some of these target languages 
and you could provide a much simpler cut down api, something similar 
to the Java approach, see Lib/java/std_vector.i.


I'm not sure I find a timeslot to do this anytime soon.
Gerwin



On Fri, Nov 14, 2008 at 12:12 PM, Luigi Calori [EMAIL PROTECTED] 
mailto:[EMAIL PROTECTED] wrote:


Here

http://virtualrome.googlecode.com/svn/trunk/py_code/py25_apps/PyPackages/osg.zip

you can find an osgSwig (from some month ago, with some patches) I
has been built with Visual Stusio 7.1 against OSG 2.5 (included
with the zip)
It has been tested with python 2.5 win32 binary, you can test by
adding the folder where you extract the zip to the PYTHONPATH env
variable

I'm  trying to build osgSwig svn with OSG 2.6 (Viual Studio
compiler)buth there is a still unsolved problem, reported in
http://code.google.com/p/osgswig/issues/detail?id=12#c3
due to substitution of std::vector with osg::MixinVectors   (this
low level change prevents wrapper access to functions for building
arrays)
I also had to make some changes to build as reported in
http://code.google.com/p/osgswig/issues/detail?id=13

If interested, let me know

Luigi


Phan, Linh H ha scritto:

Hi,
   I'm having a real hard time compiling osgswig (gotten from
osgswig svn) for OpenSceneGraph 2.3.4 on Windows using MinGW
or cygwin.  The README said that it has been tested with
OpenSceneGraph 2.3.4. http://2.3.4.  Does anyone have a
pre-built Windows binary for osgswig that they can make
available?  I would really appreciate it.
 Thank you,
 Linh
  




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Re: [osg-users] Siggraph Web3D and related technologies BOFs at a glance

2008-08-09 Thread Luigi Calori

Jean-Sébastien Guay wrote:


Hi John,


Open Scengraph is
sort of the Open Inventor functional clone that has a totally free 
license and is a Web3D technology

[hope this assessment is reasonably correct].



For that last part, I think I saw someone doing a web browser plugin 
that uses OSG to display objects/environments in a web page, streaming 
the content over the net. I can't remember who or find a link though. 
Perhaps someone else will be able to refresh my memory.


There have been several attempt and think there is already at least one 
commercial product that use OSG inside a web browser plugin.
We have also released our (alpha) release of osg4web that should do 
exactly that. The plugin is currently used for a virtual model of Rome 
city. see

*http://www.virtualrome.itabc.cnr.it
*os 
The website is still under devfelopment but following direction you 
should be able to get to the demo (a zip file with firefox, osg and the 
plugin all pre-packaged) as well as the CVS

instruction to get the source code (in case someone is interested)



But other than that, OSG can read some Web3D formats, and perhaps more 
in the future (if the new OpenVRML library is integrated).


I do have a “pocket universe” with 29 hours per day for those that 
have to attend more BOF’s.


If you do not run out of CTK (clone toolkit) license, you could send one 
of your Siggraph clone to look at our poster ;-)




I like your sense of humor. :-) If only that were possible... When 
making my Siggraph schedule I had a massive 4-way conflict on 
Wednesday, and another smaller conflict on Thursday. It was a hard 
choice to make. So much to see, and I can't clone myself...


J-S




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Re: [osg-users] Extract an embedded texture from an .ive

2008-07-09 Thread Luigi Calori

Doug wrote:


Hi,

I have a model in .ive format with an embedded texture. I need to 
bring the model into 3dsMax to work on it. I can use osgconv to 
convert it to one of several different formats that Max can import 
(obj, dae, etc.), but I also need the texture that is embedded. Can 
anyone point me in the right direction as to how to extract a texture 
that is embedded in an .ive file?


try osgconv -O OutputTextureFiles file.ive file.osg
it should save texture embedded in file.ive

Luigi


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Re: [osg-users] Osgswig

2008-07-03 Thread Luigi Calori

Nice to hear there is someone using osgSWIG!
I' m using it along with wxpython mainly under Windows.
As a devel environment we are using SPE
If you like, I attach a wxosgviewer contributed by Silvano, a collegue 
of mine, our wxwindows expert.

I' m using it also embedded into frames of a wxpython app.

We have a Linux-python savvy, try to run under ubuntu, he managed to run 
after som twiddling of the  swig - generated .py files.
He was able to run the examples but  he got  performance problems with 
this wxosgviewer using wxpython-gtk.
I' ve not an osg-python-swig linux env to test on, so not able to dig 
further


Apart from that, I' m currrently using my patched osgSWIG under winxp 
with not many problems.


Thanks in advance, hoping to help

Luigi


Hartmut Seichter wrote:


Hi Luigi,

thanks for the patch, I will skim through it ASAP. I was just catching 
up with all my local osgSWIG patches - I will add a cleaner wxWidgets 
example (the one in the example/python folder was outdated) - based on 
osgViewer rather than osgUtil::SceneView.


I got everything working on Windows XP, Linux (Ubuntu 8.04 x86_64) and 
Leopard. Can you submit specific problems you have to the osgSWIG 
issue tracker?



Cheers,
Hartmut



Luigi Calori wrote:

Hi Harmut, I did not know you were still working on osgswig, If it 
can help, I attach some mods we have done to develop some code based 
on osgswig

We have tried to add wrapping to write node visitor derived python
I include all our mods, (we have also mod cmake to covert .dll to pyd)
It is tested  under win XP with osg 2.5
We have also tried it under Linux and it compiles correctly but has 
some runtime problems
We have also integrated osg window with wxpython, it is working under 
windows but bad performance under linux


I attach a patch built with tortoise patch

Hope it helps

Luigi

Hartmut Seichter wrote:



Nope we are around and kicking. Unfortunately nothing to show yet: I 
am working on getting most of the nested classes integrated.


Hartmut


Gerrick Bivins wrote:


Hi all,
Does anyone know if osgswig is being maintained anymore? Site on 
google code doesn’t seem like it’s being updated anymore.

Has the project moved or is it just dead?
biv
 



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'''
wxOsgViewer: osgViewer on a wxPanel

this module also provide a simple wxOsgFrame / wxOsgApp
useful for testing
From Silvano Imboden --- CINECA 
'''

import wx
import wx.py 
import wx.glcanvas

import osg
import osgDB
import osgGA
import osgViewer

#--
class Canvas(wx.glcanvas.GLCanvas):

def __init__(self,parent,id):
style = wx.WANTS_CHARS | wx.FULL_REPAINT_ON_RESIZE 
wx.glcanvas.GLCanvas.__init__(self, parent, id, wx.DefaultPosition, 
wx.DefaultSize, style )

# --- Timer -
self.timer = wx.Timer(self,-1)
self.timer.Start(1) 

# --- Viewer -
self.viewer = osgViewer.Viewer()
self.viewer.addEventHandler(osgViewer.StatsHandler())

self.gw = None
self.gw = self.viewer.setUpViewerAsEmbeddedInWindow(0,0,800,600)
#print self.gw

self.viewer.setThreadingModel(osgViewer.ViewerBase.SingleThreaded)
self.viewer.setCameraManipulator(osgGA.TrackballManipulator())

ss = self.viewer.getCamera().getOrCreateStateSet()
self.viewer.addEventHandler( osgGA.StateSetManipulator(ss) )

loadedModel = osgDB.readNodeFile(cow.osg)
if not loadedModel:
print could not find any cow --- please set the OSG_FILE_PATH env 
var
self.viewer.setSceneData(loadedModel)

# --- Bindings -
self.Bind(wx.EVT_TIMER, self.onTimer, id=self.timer.GetId() 
)
self.Bind(wx.EVT_ERASE_BACKGROUND,  self.onEraseBackground)
self.Bind(wx.EVT_PAINT, self.onPaint)
self.Bind(wx.EVT_SIZE,  self.onSize)
self.Bind(wx.EVT_KEY_DOWN,  self.onKeyDown)
self.Bind(wx.EVT_KEY_UP

Re: [osg-users] Osgswig

2008-06-27 Thread Luigi Calori
Hi Harmut, I did not know you were still working on osgswig, If it can 
help, I attach some mods we have done to develop some code based on osgswig

We have tried to add wrapping to write node visitor derived python
I include all our mods, (we have also mod cmake to covert .dll to pyd)
It is tested  under win XP with osg 2.5
We have also tried it under Linux and it compiles correctly but has some 
runtime problems
We have also integrated osg window with wxpython, it is working under 
windows but bad performance under linux


I attach a patch built with tortoise patch

Hope it helps

Luigi

Hartmut Seichter wrote:



Nope we are around and kicking. Unfortunately nothing to show yet: I 
am working on getting most of the nested classes integrated.


Hartmut


Gerrick Bivins wrote:


Hi all,
Does anyone know if osgswig is being maintained anymore? Site on 
google code doesn’t seem like it’s being updated anymore.

Has the project moved or is it just dead?
biv


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Index: CMakeLists.txt
===
--- CMakeLists.txt  (revision 117)
+++ CMakeLists.txt  (working copy)
@@ -171,3 +171,11 @@
   IMMEDIATE @ONLY)
 ADD_CUSTOM_TARGET(uninstall
   ${CMAKE_COMMAND} -P ${CMAKE_CURRENT_BINARY_DIR}/cmake_uninstall.cmake)
+
+##to get all the variables of Cmake
+GET_CMAKE_PROPERTY(MYVARS VARIABLES)
+FOREACH(myvar ${MYVARS})
+   FILE(APPEND ${CMAKE_CURRENT_BINARY_DIR}/AllVariables.txt
+   ${myvar} --${${myvar}}-\n
+   )
+ENDFOREACH(myvar)
\ No newline at end of file
Index: CMakeModules/FindOSG.cmake
===
--- CMakeModules/FindOSG.cmake  (revision 117)
+++ CMakeModules/FindOSG.cmake  (working copy)
@@ -1,16 +1,17 @@
 # Locate gdal
 # This module defines
 # OSG_LIBRARY
-# OSG_FOUND, if false, do not try to link to osg 
+# OSG_FOUND, if false, do not try to link to gdal 
 # OSG_INCLUDE_DIR, where to find the headers
 #
 # $OSG_DIR is an environment variable that would
 # correspond to the ./configure --prefix=$OSG_DIR
 #
 # Created by Robert Osfield. 
-# Edited By R.C.Molenaar to include debug versions
+SET(OSG_DIR  CACHE PATH set to base osg install path)
 
 FIND_PATH(OSG_INCLUDE_DIR osg/Node
+${OSG_DIR}/include
 $ENV{OSG_DIR}/include
 $ENV{OSG_DIR}
 $ENV{OSGDIR}/include
@@ -24,38 +25,40 @@
 /opt/local/include # DarwinPorts
 /opt/csw/include # Blastwave
 /opt/include
-/cygdrive/c/Program Files/OpenSceneGraph/include
 [HKEY_LOCAL_MACHINE\\SYSTEM\\CurrentControlSet\\Control\\Session\ 
Manager\\Environment;OSG_ROOT]/include
 /usr/freeware/include
 )
-
 MACRO(FIND_OSG_LIBRARY MYLIBRARY MYLIBRARYNAME)
 
-FIND_LIBRARY(${MYLIBRARY}
-NAMES ${MYLIBRARYNAME}
+FIND_LIBRARY(${MYLIBRARY}_DEBUG
+NAMES ${MYLIBRARYNAME}d
 PATHS
+${OSG_DIR}/lib/Debug
+${OSG_DIR}/lib
+$ENV{OSG_DIR}/lib/debug
 $ENV{OSG_DIR}/lib
-$ENV{OSG_DIR}/bin
 $ENV{OSG_DIR}
 $ENV{OSGDIR}/lib
 $ENV{OSGDIR}
 $ENV{OSG_ROOT}/lib
 ~/Library/Frameworks
 /Library/Frameworks
+/usr/local/lib
+/usr/lib
 /sw/lib
 /opt/local/lib
 /opt/csw/lib
 /opt/lib
-/cygdrive/c/Program\ Files/OpenSceneGraph/lib
-/cygdrive/c/Program\ Files/OpenSceneGraph/bin
-/cygdrive/c/Projects/OpenSceneGraph/Build/lib/release
 [HKEY_LOCAL_MACHINE\\SYSTEM\\CurrentControlSet\\Control\\Session\ 
Manager\\Environment;OSG_ROOT]/lib
 /usr/freeware/lib64
 )
 
-FIND_LIBRARY(${MYLIBRARY}_DEBUG
-NAMES ${MYLIBRARYNAME}d
+FIND_LIBRARY(${MYLIBRARY}
+NAMES ${MYLIBRARYNAME}
 PATHS
+${OSG_DIR}/lib/Release
+${OSG_DIR}/lib
+$ENV{OSG_DIR}/lib/Release
 $ENV{OSG_DIR}/lib
 $ENV{OSG_DIR}
 $ENV{OSGDIR}/lib
@@ -63,46 +66,84 @@
 $ENV{OSG_ROOT}/lib
 ~/Library/Frameworks
 /Library/Frameworks
+/usr/local/lib
+/usr/lib
 /sw/lib
 /opt/local/lib
 /opt/csw/lib
 /opt/lib
-/cygdrive/c/Program\ Files/OpenSceneGraph/lib
-/cygdrive/c/Program\ Files/OpenSceneGraph/bin
-/cygdrive/c/Projects/OpenSceneGraph/Build/lib/release
 [HKEY_LOCAL_MACHINE\\SYSTEM\\CurrentControlSet\\Control\\Session\ 
Manager\\Environment;OSG_ROOT]/lib
 /usr/freeware/lib64
 )
+#MESSAGE(--${${MYLIBRARY}}--${${MYLIBRARY}_DEBUG}--)
+IF( NOT 

Re: [osg-users] Osgswig

2008-06-27 Thread Luigi Calori
well not from me... I do not know Java well... but adding a new 
language wrapping in CMake should not be too difficult.


Gerrick Bivins wrote:


Any plans for building java binding with Cmake?


On 6/27/08 8:27 AM, Luigi Calori [EMAIL PROTECTED] wrote:

 


Hi Harmut, I did not know you were still working on osgswig, If it can
help, I attach some mods we have done to develop some code based on osgswig
We have tried to add wrapping to write node visitor derived python
I include all our mods, (we have also mod cmake to covert .dll to pyd)
It is tested  under win XP with osg 2.5
We have also tried it under Linux and it compiles correctly but has some
runtime problems
We have also integrated osg window with wxpython, it is working under
windows but bad performance under linux

I attach a patch built with tortoise patch

Hope it helps

Luigi

Hartmut Seichter wrote:

   


Nope we are around and kicking. Unfortunately nothing to show yet: I
am working on getting most of the nested classes integrated.

Hartmut


Gerrick Bivins wrote:

 


Hi all,
Does anyone know if osgswig is being maintained anymore? Site on
google code doesn¹t seem like it¹s being updated anymore.
Has the project moved or is it just dead?
biv


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Index: CMakeLists.txt
===
--- CMakeLists.txt (revision 117)
+++ CMakeLists.txt (working copy)
@@ -171,3 +171,11 @@
  IMMEDIATE @ONLY)
ADD_CUSTOM_TARGET(uninstall
  ${CMAKE_COMMAND} -P ${CMAKE_CURRENT_BINARY_DIR}/cmake_uninstall.cmake)
+
+##to get all the variables of Cmake
+GET_CMAKE_PROPERTY(MYVARS VARIABLES)
+FOREACH(myvar ${MYVARS})
+ FILE(APPEND ${CMAKE_CURRENT_BINARY_DIR}/AllVariables.txt
+  ${myvar} --${${myvar}}-\n
+ )
+ENDFOREACH(myvar)
\ No newline at end of file
Index: CMakeModules/FindOSG.cmake
===
--- CMakeModules/FindOSG.cmake (revision 117)
+++ CMakeModules/FindOSG.cmake (working copy)
@@ -1,16 +1,17 @@
# Locate gdal
# This module defines
# OSG_LIBRARY
-# OSG_FOUND, if false, do not try to link to osg
+# OSG_FOUND, if false, do not try to link to gdal
# OSG_INCLUDE_DIR, where to find the headers
#
# $OSG_DIR is an environment variable that would
# correspond to the ./configure --prefix=$OSG_DIR
#
# Created by Robert Osfield.
-# Edited By R.C.Molenaar to include debug versions
+SET(OSG_DIR  CACHE PATH set to base osg install path)

FIND_PATH(OSG_INCLUDE_DIR osg/Node
+${OSG_DIR}/include
$ENV{OSG_DIR}/include
$ENV{OSG_DIR}
$ENV{OSGDIR}/include
@@ -24,38 +25,40 @@
/opt/local/include # DarwinPorts
/opt/csw/include # Blastwave
/opt/include
-/cygdrive/c/Program Files/OpenSceneGraph/include
[HKEY_LOCAL_MACHINE\\SYSTEM\\CurrentControlSet\\Control\\Session\
Manager\\Environment;OSG_ROOT]/include
/usr/freeware/include
)
-
MACRO(FIND_OSG_LIBRARY MYLIBRARY MYLIBRARYNAME)

-FIND_LIBRARY(${MYLIBRARY}
-NAMES ${MYLIBRARYNAME}
+FIND_LIBRARY(${MYLIBRARY}_DEBUG
+NAMES ${MYLIBRARYNAME}d
PATHS
+${OSG_DIR}/lib/Debug
+${OSG_DIR}/lib
+$ENV{OSG_DIR}/lib/debug
$ENV{OSG_DIR}/lib
-$ENV{OSG_DIR}/bin
$ENV{OSG_DIR}
$ENV{OSGDIR}/lib
$ENV{OSGDIR}
$ENV{OSG_ROOT}/lib
~/Library/Frameworks
/Library/Frameworks
+/usr/local/lib
+/usr/lib
/sw/lib
/opt/local/lib
/opt/csw/lib
/opt/lib
-/cygdrive/c/Program\ Files/OpenSceneGraph/lib
-/cygdrive/c/Program\ Files/OpenSceneGraph/bin
-/cygdrive/c/Projects/OpenSceneGraph/Build/lib/release
[HKEY_LOCAL_MACHINE\\SYSTEM\\CurrentControlSet\\Control\\Session\
Manager\\Environment;OSG_ROOT]/lib
/usr/freeware/lib64
)

-FIND_LIBRARY(${MYLIBRARY}_DEBUG
-NAMES ${MYLIBRARYNAME}d
+FIND_LIBRARY(${MYLIBRARY}
+NAMES ${MYLIBRARYNAME}
PATHS
+${OSG_DIR}/lib/Release
+${OSG_DIR}/lib
+$ENV{OSG_DIR}/lib/Release
$ENV{OSG_DIR}/lib
$ENV{OSG_DIR}
$ENV{OSGDIR}/lib
@@ -63,46 +66,84 @@
$ENV{OSG_ROOT}/lib
~/Library/Frameworks
/Library/Frameworks
+/usr/local/lib
+/usr/lib
/sw/lib
/opt/local/lib
/opt/csw/lib
/opt/lib
-/cygdrive/c/Program\ Files/OpenSceneGraph/lib
-/cygdrive/c/Program\ Files/OpenSceneGraph/bin
-/cygdrive/c/Projects/OpenSceneGraph/Build/lib/release
[HKEY_LOCAL_MACHINE\\SYSTEM

Re: [osg-users] New versions of OSG and configuring CMake

2008-06-12 Thread Luigi Calori
I presume you are workng on Windows and change build folder.If you just 
update from svn you should not be forced to configure again.
Anyway, if you want to keep your previous cmake setup, just keep the 
CmakeCache.txt file.
Otherwise,you can force your defaul configuration by adding 
-Dvar=value tou your cmake command line.
I usually store my default setup in a cmake command line then run 
cmakesetup to eventually change options afterwards


Hope it helps

Brian wrote:


Hi,

I must be doing something wrong when using CMakeSetup.  Every time I download a new release of OSG, I have to go through the steps of reconfiguring CMake to point to all the directories for the various extras (GDAL, FLTK, etc.)  I've tried setting up environment variables with names like FLTK_LIBRARY or FLTK_INCLUDE_DIR in the hopes that CMake will read those and use them to help make my life easier, but it's all in vain.  


Is there an easy way to automatically configure CMake?

Thanks,
Brian
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Re: [osg-users] problem with multitexturing in latest svn?

2008-05-20 Thread Luigi Calori

Thanks Robert,
an svn update fix the problem ...
odd to find out there are so few platform where singlethread is selected 
as default mode ... time to buy another pc...


Luigi

Robert Osfield wrote:


Hi Luigi,

I have spotted an oddity in the osgViewer::Render::cull_draw() compile
ordering, on fixing the ordering I can now run osgviewer
--SingleThreaded on your model and get the correct output.

Could you do an svn update and see how you get on.

Robert.

On Tue, May 20, 2008 at 9:09 AM, Robert Osfield
[EMAIL PROTECTED] wrote:
 


Good detective work, when I run osgviewer --SingleThreaded I get the
black result, so it's certainly not a driver issues/platform issue.
The only difference between 2.4. and 2.5. I can think that has an
effect on initialization order is compile traversal, as I moved this
to run during the draw of the first traversal.

I will investigate at my end as at least I can reproduce the problem now.
   


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Re: [osg-users] Unable to load plugins that use 3rd party libraries

2008-05-20 Thread Luigi Calori
I' m currently using vs7.1 and vs8 current svn  using a cmkae based 
dependency build of  zlib-1.2.3 tiff-3.7.4 libpng-1.2.24 jpeg-6b 
freetype-2.3.5 curl-7.18.1
They seem work for me, they should be used in osg build by setting 
ACTUAL_3DPARTY_DIR:FILEPATH=path where have been installed or mike 
dependencies


If you are interested let me know, I can send the zip of my source dep 
tree, the build time of these dep is small compared with osg itself


Luigi

Colin Rayment wrote:

Sorry for raising this old chesnut again - I've tried building and 
running the OSG 2.4.0 and have problems in loading some of the plugins 
when running some of the examples, specifically those related to 
freetype, jpeg and gif.
 
I'm running on Windows XP using VS2005. I'm able to load all the other 
plugins and all the appropriate dlls have been successfully built and 
do exist.
 
I'm linking in the latest prebuilt 3rd party binaries from osgToy.
 
The problem seems to be related to 3rd party libraries as when I built 
the freetype libraries from the original source the freetype plugin 
worked ok.
 
Has anyone else experienced this and if so how have they solved the 
problem - I don't really want to have to build all the 3rd party 
libraries from scratch.
 
Colin Rayment
 

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Re: [osg-users] [Blender and OSG]

2008-05-13 Thread Luigi Calori

I was aware of blender -osg export, see

http://projects.blender.org/projects/osgexport/

not sure if it is the most up to date

Jean-Baptiste Authesserre wrote:


Hi,

I would like to use blender to create my 3D models. Is that possible 
to use blender files .blend  with osg?
I compiled by myself osg by using Cmake for the configuration of the 
Visual studio project. I found no mention about blender during this 
configuration step.
After the compilation, there exist in the generated plugin folder the 
file osgdb_3ds.dll, which I suppose allow me to use 3DSMAX file. But I 
don't find anything about blender.


Could anybody help me?

Best regards,

Jean-Baptiste.




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Re: [osg-users] OSG 2.4, CMake 2.6 and Visual C++ 2008: Missing .lib extension for internal dependencies causes linker error

2008-05-09 Thread Luigi Calori
Hi, I' ve been mostly offline for the last 3days, I did not personally 
test 2.6 yet (I' m willing to do soon) but do not think putting a .lib 
extension would harm  windows builds.
I personally do not remember having set up  this ide special case, but 
probably 2.4 was more tolerant than 2.6 on not specifying extension in 
linking with library already built in the same solution.

I' m not a cmake guru, so other (Bill) could explain.
As far as I' m concerned, no problem in adding .lib,  go ahead with the 
patch.


Jean-Sébastien Guay wrote:


Hello Robert,


With the aim of tracking down the introduction of this workaround I've
gone through the svn logs for OsgMacroUtils.cmake and it looks like
the revision of importance is 7865 - this just so happens to be the
latest update to OsgmacroUtils so is a pretty recent change:



Hmm, interesting. But if you look at the TARGET_LINK_LIBRARIES line 
before the change, it still did not have the .lib extension (which is 
the problem here - it should have it). So that particular change is 
not the source of the problem.


So essentially, we have:

* before rev 7865
=== libraries did not have .lib

* after rev 7865
=== libraries have .lib only when not building from the IDE (i.e. 
when building with nmake)


* what we want (which fixes it for CMake 2.6 and does not adversely 
affect CMake 2.4)

=== libraries have .lib in all cases

As far as I can see, this will
a) fix the build for CMake 2.6
b) have no effect for CMake 2.4 (tested at work yesterday)
c) have no effect for nmake (it's what was added to make it work on 
nmake)


Of course, I'd like to know if it will break something else. But 
honestly, I think we cover pretty much 100% of the possible cases on 
Windows with MSVC here... And no one has stepped up to say it will 
break it for them.


J-S



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Re: [osg-users] OSG 2.4, CMake 2.6 and Visual C++ 2008: Missing .lib extension for internal dependencies causes linker error

2008-05-09 Thread Luigi Calori


.


In the simple case, I just tested with 2.4.8 and 2.6.0 this works fine:

add_executable(bar foo.c)
target_link_libraries(bar foo)

foo.lib is linked for both vs IDE and makefiles.

Let's go back to the macro LINK_INTERNAL.   I think the issue was 
trying to get around a bug in 2.4.7.   That should all be fixed in 2.4.8.


So, I think you don't need the macro at all for 2.4.8 and greater.

It should just be:

target_link_libraries(osgDB osg OpenThreads)

Are all the input libraries to LINK_INTERNAL things that CMake is 
building?


Hi Bill, I think the LINK_INTERNAL macros is being used only for 
internal libs.


The current cmake build is the result of several layers of mods though, 
so some care has to be taken.


something that could complicate thinghs that you could not be aware of 
is the use of non standard hack for placing libs and dll in bib and 
lib instead of bin/Debug or bin/Release

as you can see from the lines like

   IF(NOT MSVC_IDE)
   SET_TARGET_PROPERTIES(${TARGET_TARGETNAME} 
PROPERTIES PREFIX ../bin/${OSG_PLUGINS}/) 
   ELSE(NOT MSVC_IDE)
   SET_TARGET_PROPERTIES(${TARGET_TARGETNAME} 
PROPERTIES PREFIX ../../bin/${OSG_PLUGINS}/ IMPORT_PREFIX ../)

   ENDIF(NOT MSVC_IDE)

Could this hack fool the automatic linkage inference of CMake in 2.4.8 
or 2.4.6 ?


I' m not a cmake guru, just helped in the past to assemble the build by 
infering from other code and the available CMake doc


The main reason to use Macros was to inserta a level of abstraction 
hiding  platform dependent CMake code as well as possible workaround for 
CMake problems: LINK_INTERNAL should behave exactly as 
target_link_libraries , over time the implementation has  become more 
complicated as some workaround has been implemented.

The CMakeLists remained mostly unchanged though.

I could try a windows ide build test making LINK_INTERNAL call 
straight   target_link_libraries and see waht happens but can not test 
other windows build platforms.


Thanks for the help

Luigi



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Re: [osg-users] OS X / cmake-problems, was: Re: OpenSceneGraph-2.3.10 dev release tagged

2008-04-24 Thread Luigi Calori
I think the problem with recent changes  not showing headers in 
VisualStudio, is related to a typo:
the ELSEIF in this context is bad:

so, instead of reverting patches, at least under visualstudio, one can 
substitute
ELSEIF(APPLE) with ELSE(APPLE)

so


IF(APPLE)
SET(ADD_LIBRARY_HEADERS )
ELSE(APPLE)
SET(ADD_LIBRARY_HEADERS ${LIB_PUBLIC_HEADERS} )
ENDIF(APPLE)

then the headers appers again

Hope it helps


Robert Osfield wrote:

Hi Eric,

Thanks for chiming in.

Looks like I'll have to revert the header change then... and leave
resolution of the problems that Stephan has seen to a later CMake 
OSG revision.

Robert.


On Wed, Apr 23, 2008 at 11:06 PM, E. Wing [EMAIL PROTECTED] wrote:
  

Hi, sorry, I've been really busy with other work (day job) which happens to 
have no OSG or CMake at the moment so it has been hard for me to finish 
fixing everything up. I have some stuff written, but it is incomplete and am 
still trying to get over various CMake bugs which requires me to write 
additional unit tests for CMake to help the authors isolate things.

 I'm thinking I could use some help, particularly in the area of testing. So 
 if there are any volunteers, please let me know. I've put up a quick/dirty 
 snapshot things on a Mercurial repo. I probably should have spent more time 
 making a proper bridge to Subversion so I can also refresh against the OSG 
 SVN head (so help is welcome there too).




  I can fix these warnings when I comment out the line
  ${LIB_PUBLIC_HEADERS} from the CMakeLists.txt-files (here for osg):
 
  ADD_LIBRARY(${LIB_NAME}
  ${OPENSCENEGRAPH_USER_DEFINED_DYNAMIC_OR_STATIC}
  # ${LIB_PUBLIC_HEADERS}
  AlphaFunc.cpp
  .
  .
  .
 
  I don't know if this change can break other platforms.

 Ironically, this will break the the Mac framework support. The CMake proper 
 thing to do is include the headers as is. I'm not sure why you're seeing 
 those warnings. We might need to file a CMake bug. It could be the 
 extensionless headers are confusing things, but I haven't noticed the error 
 myself.

 Anyway let me know if you can help out.

 Thanks,
 Eric



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Re: [osg-users] Windows src/osgPlugins/CMakeLists.txt entry

2008-04-21 Thread Luigi Calori

Hi Robert, I' m not sure to understand exactly what do you require.
I' m using a CMake based dependency build from source that mimic Mike layout
I have built curl statically using CMake under windows XP
Then, In order to use it from OSG I had to modify the curl 
CMakeLists.txt (included) I also added an advanced option to set up the 
static case.
It would be better to have the Find ... code to detect if the found curl 
lib is static or dynamic but I do not know how to.


Hope it helps, let me know 



Robert Osfield wrote:


Hi Guys,

The libcurl build in the 3rdParty binaries maintained by Mike and the
associated src/osg/Plugins/curl/CMakeLists.txt is something that
requires settling before 2.4.  My expectation is that we'd need to
modify CMakeModules/Find3rdPartyDepdenencies.txt and
src/osg/Plugins/curl/CMakeLists.txt to set up the appropriate options
for build under Windows with the 3rd party binaries, yet still leave
the door open to people building libcurl outside of the 3rd party
dependencies.

If we don't have feedback on this very soon then this part of the OSG
build under Windows may have to go out broken.  I can't fix this
myself I really do need guidance from Windows users on this.

Thanks in advance,
Robert.

On Wed, Apr 16, 2008 at 4:19 PM, Mike Weiblen [EMAIL PROTECTED] wrote:
 


Hi Robert and all,

wrt to CMake and cURL...

Attached is the script I use to launch CMake on Windows.

You'll note that script encapsulates cmdline args to override some of
the existing CMakeLists defaults for my preferences.  Relevent to this
thread, I also use those args to point to the location of my curl
libs.  Not yet being expert in CMake, this is the easiest way for me
to automate my preferences, especially when some of my prefs are not
community-shared defaults.

While I like the idea of the curl lib and plugin, I'm not yet using
that feature myself, so I dont have a self-defined set of requirements
for acceptable binaries.  (I do know the current binaries are broken,
I'm looking into rebuilding them now)

I would appreciate some help/clarification for curl in the 3rdParty binaries:

- is the desire for them to be static or dynamic libs?  I dont much
care, esp if it's just flipping a switch in the curl buildsystem.

- curl stability on XP and Vista.  I dont use Vista if I can avoid it,
so I'm not testing there.  If someone could identify the exact curl
version that would be acceptible for XP and Vista, I'll be glad to
build it.

(Luigi, I know you posted some info previously, I'm still going thru my archive)

thanks in advance.
-- mew





On Wed, Apr 16, 2008 at 4:25 AM, Robert Osfield
[EMAIL PROTECTED] wrote:
 Hi All,

  Over the last week there have been amendments to the
  OpenSceneGraph/src/osgPlugins/CMakeLists.txt posted to the osg-users
  list, these amendments hardwire the CMakeLists.txt file to link to
  static versions of the libcurl under Windows.  While supporting static
  build is perfectly acceptable idea, forcing it as the way to link to
  libcurl isn't as not all users will want to use libcurl this way.

  Would it be possible for Windows/CMake experts to have a bash at
  provide a src/osgPlugins/CMakeLists.txt that automatically picks up on
  whether  a static or dynamic version of lib curl is used, or if this
  isn't possible have a CMake compile option for controlling this.

  I'm planning to make a 2.3.9 today as 2.3.8 was broke under Windows,
  it'd be good to roll the above fixes in to this release.

  Cheers,
  Robert.


   


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--
Mike Weiblen -- Austin Texas USA -- http://mew.cx/

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#this file is automatically generated 

OPTION(CURL_IS_STATIC on if curl is a static lib  ON)
MARK_AS_ADVANCED(CURL_IS_STATIC)

IF(WIN32)
SET(CMAKE_SHARED_LINKER_FLAGS_DEBUG ${CMAKE_SHARED_LINKER_FLAGS_DEBUG} 
/NODEFAULTLIB:MSVCRT)
IF(CURL_IS_STATIC)
ADD_DEFINITIONS(-DCURL_STATICLIB)
SET(TARGET_EXTERNAL_LIBRARIES ws2_32 winmm)
ENDIF(CURL_IS_STATIC)
ENDIF(WIN32)

INCLUDE_DIRECTORIES( ${CURL_INCLUDE_DIRS} )

SET(TARGET_SRC ReaderWriterCURL.cpp )

SET(TARGET_LIBRARIES_VARS CURL_LIBRARY )


 end var setup  ###
SETUP_PLUGIN(curl)
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Re: [osg-users] Windows src/osgPlugins/CMakeLists.txt entry

2008-04-16 Thread Luigi Calori

I' ve done recentrly some experiments with curl under windows.
I' ve managed to build curl with cmake under windows. In that case, we 
can get some info on configuration, so we can decide if it was a satic 
or a dinamic build.
Otherwise I do not know a way to infer from the .lib found if it is a 
static or a dnamic one.
If someone knows how to detect if a .lib is static or dynamic, that test 
could be added to the CMakeLists curl plugin file.
currently I just assumed the win32 curl lib was static (see cmakelist 
included)

An option could be added to let the user select.
Is the static / dynamic a win32 only option?

Thanks,
Luigi

Robert Osfield wrote:


Hi All,

Over the last week there have been amendments to the
OpenSceneGraph/src/osgPlugins/CMakeLists.txt posted to the osg-users
list, these amendments hardwire the CMakeLists.txt file to link to
static versions of the libcurl under Windows.  While supporting static
build is perfectly acceptable idea, forcing it as the way to link to
libcurl isn't as not all users will want to use libcurl this way.

Would it be possible for Windows/CMake experts to have a bash at
provide a src/osgPlugins/CMakeLists.txt that automatically picks up on
whether  a static or dynamic version of lib curl is used, or if this
isn't possible have a CMake compile option for controlling this.

I'm planning to make a 2.3.9 today as 2.3.8 was broke under Windows,
it'd be good to roll the above fixes in to this release.

Cheers,
Robert.
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#this file is automatically generated 

IF(WIN32)
SET(CMAKE_SHARED_LINKER_FLAGS_DEBUG ${CMAKE_SHARED_LINKER_FLAGS_DEBUG} 
/NODEFAULTLIB:MSVCRT)
ADD_DEFINITIONS(-DCURL_STATICLIB)
SET(TARGET_EXTERNAL_LIBRARIES ws2_32 winmm)
ENDIF(WIN32)

INCLUDE_DIRECTORIES( ${CURL_INCLUDE_DIRS} )

SET(TARGET_SRC ReaderWriterCURL.cpp )

SET(TARGET_LIBRARIES_VARS CURL_LIBRARY )


 end var setup  ###
SETUP_PLUGIN(curl)
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[osg-users] CURL builds: was :Re: Testing of OSG SVN in prep for 2.3.8 dev release

2008-04-12 Thread Luigi Calori

Hi Mike,Robert and Maciej

There is a CMake based setup for recent Curllib in 
(https://dev.openwengo.com/svn/openwengo/owbuild/trunk/libs-3rdparty-cmakelists/curl 
)
It is configured for building curlib 7.16.2 as a dll under windows but 
it seems can be tweaked  to compile the latest curlib (I' ve found 
curl-7.18.1.tar.gz)

as a static lib.
I' ve downaloaded the latest OSG svn, applied the Maciej mod to cmake 
file and it seems to be working under my WinXP Pro

(removed the old net plugin and accessed a web served osg file.

I attach the curl plugin CMakeLists file

If someone is interested, I can try to document the process of cmake 
building curl statically, it is quite simple:
I had to disable the linking of SSLEAY and OPENSSL in order to not 
introduce a further dep.


FYI I am also using cmake based builds for 
freetype-2.3.5,jpeg-6b,libpng-1.2.24,zlib-1.2.3,tiff-3.7.4 under WinXP.


Using CMake, it should be easier to provide cross platform source based 
build instructions for   the basic OSG dependencies.


If interested, let me know

Hope it helps

Luigi

Robert Osfield wrote:


Hi Mike et al.

On Sat, Apr 12, 2008 at 7:15 PM, Mike Weiblen [EMAIL PROTECTED] 
mailto:[EMAIL PROTECTED] wrote:


fwiw I'm planning to do a fair bit of 3rdParty lib rework/update this
coming week...


I have be informed that libcurl needs a different version under Vista 
vs XP, I don't know of all the details though.  If this turns out to 
be the case and then we'll be faced with the issue of which to link 
against - or do you use a dynamic library version and provide both 
version?  Or do we wait for an upcoming rev of libcurl in hope that 
this might unify things...  Either way we'll need to check up on the 
exact situation.  It might be that only some features of libcurl 
aren't working fine across XP and Vista, but if the OSG doesn't use 
these then we might just be fine.


Robert.



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#this file is automatically generated 

IF(WIN32)
SET(CMAKE_SHARED_LINKER_FLAGS_DEBUG ${CMAKE_SHARED_LINKER_FLAGS_DEBUG} 
/NODEFAULTLIB:MSVCRT)
ADD_DEFINITIONS(-DCURL_STATICLIB)
SET(TARGET_EXTERNAL_LIBRARIES ws2_32 winmm)
ENDIF(WIN32)

INCLUDE_DIRECTORIES( ${CURL_INCLUDE_DIRS} )

SET(TARGET_SRC ReaderWriterCURL.cpp )

SET(TARGET_LIBRARIES_VARS CURL_LIBRARY )


 end var setup  ###
SETUP_PLUGIN(curl)
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[osg-users] Hints on Python wrappers (was osgPython (SWIG) 2.2.0)

2008-04-03 Thread Luigi Calori
Sorry, got no answer, so try to repost


I' m interested in using OSG from Python or other scripted languages.
After some  searching and testing I found osgswig and tried that path
(still unsure which is the best script wrapper for OSG to use)

Using osgswig I found some bugs and added some nodes that were missing.
(posted to tehe main site at 
http://code.google.com/p/osgswig/issues/detail?id=5 )

My questions:

1) opinions on which route to go for wrapping, (know there are wrappers
based on introspection, I' ve tried to use them but found few examples)
2) In osgswig there is a working  example of a python pick handler that
subclass from osgGA.GUIEventHandler.
I would like  to subclass from osg.NodeVisitor without success.
 Is this something doable in osgswig or in other wrappers?
3) are there plans for supporting wrappers into core osg?
4) is osg-users the right place to write for issues regarding script
language wrappers?


Thanks in advance

Luigi Calori



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Re: [osg-users] ANN: osgPython (SWIG) 2.2.0

2008-02-14 Thread Luigi Calori
Thank you very much... it worked!!

 either

%inline %{
osg::Geode *NodeToGeode2(osg::Node *b) {
   return dynamic_castosg::Geode*(b);
}
%}

or

%extend osg::Node {
virtual osg::Geode* asGeode() {return dynamic_castosg::Geode*(self);}
};

The Cmake projects worked fine (just some mods to standard FindOSG), I 
spent some time to find out how to install correctly into site_packages
If I' m correct, the dll must be renamed .pyd and the generated py must 
be copied inside the site_packages
I noticed the compile time of the _osg project is quite slow (at least 
on my machine) do you think it would be possible to split the big osg 
wrapper into smaller pieces to
both speed up build time and separate original (yours) and added (mine)

Do you plan to insert your CMake files into the osgswig svn?
Having things in svn will really help a lot the development
I' m planning to experiment further and then try to  add site_packages 
installation to cmake if do not find a better way to work

thanks again
 Luigi
René Molenaar wrote:

 I read this in the swig manual:

 If you need to cast a pointer or change its value, consider writing 
 some helper functions instead.
 see: http://www.swig.org/Doc1.3/Python.html

%inline %{

/* C++-style cast */
Foo *BarToFoo(Bar *b) {
   return dynamic_castFoo*(b);
}

%}

  

 You can also create the member function node.asGeode() in a similar 
 way with swig. This is a safe and handy method. There might be other 
 options... this way you would need to use swig, and can't use the 
 binary version.

 René



 2008/2/13, Luigi Calori [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]:

 René Molenaar wrote:

  Swig wrappers for OpenSceneGraph Python and Perl
 
  These files are part of: The VRmeer Library - Delft University of
  Technology
 
  The files are based on osgswig (http://code.google.com/p/osgswig/)
  with some additions and CMake files.
 
 Thanks for the post, I' ll try them as soon as possible, I' m
 currently
 try to learn python and osgswig using the binary version under
 windows XP
 I stumbled upon a problem:

 I would like to parse the one scene, so willing to use  something
 like:


 node = osgDB.readNodeFile('cow.osg')

 while node.className() == 'Group':
 print node.className()
 node = node.asGroup().getChild(0)
 print node.className()

 The problem arise when getChild() returns a Geode.
 There is no  --- node.asGeode()  method so I have no idea of
 how to
 get the handle of a Geode in the scene.

 Sorry for my dumbness, any help really appreciated,

 Luigi
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Re: [osg-users] ANN: osgPython (SWIG) 2.2.0

2008-02-13 Thread Luigi Calori
René Molenaar wrote:

 Swig wrappers for OpenSceneGraph Python and Perl

 These files are part of: The VRmeer Library - Delft University of 
 Technology

 The files are based on osgswig (http://code.google.com/p/osgswig/)
 with some additions and CMake files.

Thanks for the post, I' ll try them as soon as possible, I' m currently 
try to learn python and osgswig using the binary version under windows XP
I stumbled upon a problem:

I would like to parse the one scene, so willing to use  something like:


node = osgDB.readNodeFile('cow.osg')

while node.className() == 'Group':
print node.className()
node = node.asGroup().getChild(0)
print node.className()

The problem arise when getChild() returns a Geode.
There is no  --- node.asGeode()  method so I have no idea of how to 
get the handle of a Geode in the scene.

Sorry for my dumbness, any help really appreciated,

Luigi
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Re: [osg-users] ANN: osgPython (SWIG) 2.2.0

2008-02-12 Thread Luigi Calori
I would also be interested in Cmake osgswig building
I, as a novice in both python and Lua, would greatly appreciate any 
script example usage.

I' m trying to use the binary version of osgSwig, it seems working well 
but some further python example would really help

Is this the right place to ask question regarding osgswig?

thanks in advance and compliments for the work


Luigi

René Molenaar wrote:

 I just separated an osgswig cmake project from our larger Library.

 Tomorrow I can try to build some of your version of the wrappers in 
 this structure.
 (our version has changed a version of yours here and there).

 You can add me to the Project members of the google code page?
 I saw another member on there, I worked with him to create our current 
 version.
 He makes great use of osgPython in combination with IPython gtk and 
 the rest
 of our Library.

 Cheers,

 René


 2008/2/12, Hartmut Seichter [EMAIL PROTECTED] 
 mailto:[EMAIL PROTECTED]:


 Hi there,

 I updated the SWIG based python bindings.

 http://code.google.com/p/osgswig/

 Please test and break it.

 Some, hopefully, clarifying words about licensing:

 The generating scripts are under the MIT license. The modules directly
 derived from OpenSceneGraph are following the OSGPL v0.0 or the
 appropriate licenses.

 The HITLabNZ (http://www.hitlabnz.org) is promoting the GPL version of
 osgART 1.1, ARToolKit for OpenSceneGraph, with this release. If
 you are
 using this module you also agree to follow the licensing terms of the
 GPLv2.

 Shameless plug :)

 If you need a commercial license for osgART or features beyond marker
 based tracking please contact ARToolworks Inc.
 (http://www.artoolworks.com/)

 Cheers,
 Hartmut
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Re: [osg-users] osg python binding

2008-02-10 Thread Luigi Calori
I' m also interested in scripting: tried introspection based osgLua and 
osgPython with not much success.
Also tried binary version of  osgSwig (version 2.1.11 I presume), was 
able to run viewer.py but not much more.
I did not found many python examples, neither in any of the project 
above, Is it because the wrapping is not yet stable or
like the example are left as an exercise to the reader
Any available example scripts would be really appreciated by a novice 
python user as I am.
Iwould also be very intersted in CMake building, and willing to help 
expecially under Windows platform.

Thanks
   Luigi


Hartmut Seichter wrote:

Hi Cedric,

I am the developer of osgSWIG. You can find scripts in src/Languages/Python

1) run wrap.sh
2) run compile.sh

I know this is very much suboptimal and might not even work on your 
distribution. I am working on a CMake based build system which probably 
solves quite a lot of problems. There is also one big issue I am facing 
with one of the headers in core OSG. You might stumble upon the same 
thing, there are three const variables in osg::Vec3f which use the C++ 
style of declaration and are not supported by SWIG  1.3.30

/H


Cedric Pinson wrote:
  

I have found http://code.google.com/p/osgswig/ to bind osg to python, i 
did not try yet. I would like to know if someone use it on linux.
I would like feedback

Cedric




--
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PhD (HKU), Dipl.-Ing. (BUW)
www.technotecture.com


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[osg-users] help on impostors

2008-01-31 Thread Luigi Calori
I' m trying to evaluate the usage of impostor nodes.
It seems to me the impostors are not using transparency.
Are there other example apart from osgimpostor, possibly saved as .osg 
files?

thanks in advance

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[osg-users] using jpeg textures

2007-12-08 Thread Luigi Calori
Hello,

I' m  trying to build a terrain + models database available throug web,
 in order to minimize bandwith, so I' ve built the terrain using the 
following optiions:

osgdem --image-ext jpeg --RGB_24 -O JPEG_QUALITY 20 compressImageData 
... -o prova.ive

this way in all the .ive generated, the texture should be compressed in 
jpeg and included in the file.
Results are consistent and the individual pages  much smaller than the 
ones built using .dds default compression

osgdem --compressed ..  -o prova1.ive

the problem arise when running those dataset: unfortunately, the memory 
footprint of the jpeg one is much bigger than the dds one (3-5 times 
bigger) (desumed by what windows reports as process size)
and , while in the first step the jpeg one si faster to load (adsl 
testing) rapidly , because of the memory used, it starts slowing down up 
to becoming almost unusable.

I tried to dig into the code, trying to compare the jpeg an dds loader 
codes, but it seems to me they are similar, apart from the jpeg is 
probably keeping uncompressed image data around.

I tried also to force setting

internalFormatMode=USE_S3TC_DXT5_COMPRESSION;unRefImageDataAfterApply=TRUE 
inside the ive loader 
without success (similarly to what Laurent expose on another  thread) 



I also am trying to add a dds on the fly compression step to the jpeg loader 
but up to now it is simply too slow (the code has been taken from osgconv 
compress visitor)

You can experiment the two examples:

dds:
osgviewer http://3d.cineca.it/storage/terrain/demo/out_run_2/demo2.ive
jpeg
osgviewer http://3d.cineca.it/storage/terrain/demo/out_run_1/prova.ive

on my win XP machine (osg 2.2 nad vpb 0.9) the first stay round 50-60 Mb of 
memory, the second quickly go over 300 500 Mb

Thanks in advance for any hints

Luigi Calori






Robert Osfield wrote:

HI Laurent,

The ReaderWriter::Options is the wrong place to go look for forcing
texture compression, as this only affects the loaders, and none of
these are set up to doing anything when being passed these string you
are trying.  I don't understand where you got this idea from.

osgconv has support for doing texture compression. Try:

  osgconv mymodel.flt --compress-dxt3 mymodel.ive

Robert.

On Dec 7, 2007 4:09 PM, Laurent Di Cesare
[EMAIL PROTECTED] wrote:
  

Hello,

I'm encountering performance problems when loading lots of textures in
my scene.
I've been trying to set options like internalFormatMode to
USE_S3TC_DXT5_COMPRESSION, but I can't see any effect, and wonder what
syntax I should be using:

If I call
osgDB::ReaderWriter::Options* pOptions = new
osgDB::ReaderWriter::Options();
pOptions-setObjectCacheHint(
osgDB::ReaderWriter::Options::CACHE_ALL );
pOptions-setOptionString(
internalFormatMode=USE_S3TC_DXT5_COMPRESSION;unRefImageDataAfterApply=TRUE;useHardwareMipMapGeneration=FALSE
);
I can't see much of a result, and I've been crawling in the source code
to try to find where this is parsed without success.

I've delved a little into the code and found that only ive and osg
plugins seem to handle these options. Would it be possible to parse
these options at the osgdb level rather than the plugin level?
Also, I am not sure whether it is possible to cache Texture objects in
osgdb. Images are correctly cached, but operations like rescaling
textures seem to be called several times for the same image. Is there a
way for me to explicitly call a cache on the Texture objects to avoid
such rescaling?

Thanks in advance,
Laurent Di Cesare.

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Re: [osg-users] osgconv

2007-11-02 Thread Luigi Calori
Argentieri, John-P63223 wrote:

 Robert,

 osgconv --compressed still doesn't work in windows. Here's the 
 output from osg 2.2:

 /Failed to create pbuffer, failing back to normal graphics window./
 /Error: Unable to create graphis context - cannot run compression/
 /Data written to 'xxx.ive'./

 John



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I thought thiw had been addressed, see
http://lists.openscenegraph.org/htdig.cgi/osg-submissions-openscenegraph.org/2007-August/000110.html

If it still does not work for you try the (ugly) hack  of creating a 
dummy viewer inside osgconv (see diff included)

hope it helps.

P.S. if this solve your problem , mail back to Robert

Thanks
Luigi
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Re: [osg-users] Please test SVN version of OpenSceneGraph

2007-09-12 Thread Luigi Calori
Williams, Blake wrote:

-Original Message-
From: [EMAIL PROTECTED] [mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of Andy Skinner
Sent: Wednesday, September 12, 2007 10:19 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Please test SVN version of OpenSceneGraph


The Build.htm file for OpenThreads seems to say it worked.  I see the
linking, the Creating library output, and the Results section says 0
errors.

I haven't seen anything significant yet in the build output from
osgviewer and osgversion, but the former works and the latter doesn't.

I just saw the note from Blake, and that's the sort of thing I was
looking for.  Is OpenThreads listed in dependencies or similar for
osgviewer?

andy



No, but osgviewer does not call any function directly from OpenThreads.
When I add OpenThreads to the dependency list for osgversion, it links
properly.  I don't know how to modify the cmakelists.txt files to have
this happen automatically, though.


  

There was a typo in osgversion/CMakeLists.txt the variable 
TARGET_ADDED_LIBRARIES must be UPPERCASE, not Target_ADDED_LIBRARIES,
I see now OpenThreads has moved up in the Applications CMakeLists.txt

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Re: [osg-users] Please test SVN version of OpenSceneGraph

2007-09-11 Thread Luigi Calori
Under VS8, everytthing fine apart from  linking of osgversion, need to 
explicitely link OpenThreads
so add
SET(Target_ADDED_LIBRARIES OpenThreads)   after SET(TARGET_SRC 
osgversion.cpp )

hope it helps
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Re: [osg-users] CMake config for OpenVRML plugin - debug vs release libs

2007-09-10 Thread Luigi Calori
Jean-Sébastien Guay wrote:

 Hello Luigi,

 Sorry I am on a really slow connection now, so just hints, I can not 
 test:


 That's fine, thanks for helping even in less than optimal work 
 conditions :-)

 The idea is that TARGET_ADDED_LIBRARIES is interpreted by SETUP_PLUGIN
 macro as a list of undifferentiated external lib libraries to link to


 I had to replace TARGET_ADDED_LIBRARIES with  
 TARGET_EXTERNAL_LIBRARIES, otherwise CMake would complain that it  
 doesn't know how to make the library... I think that was just because  
 of the untested disclaimer you put in your message :-)

A typo... sorry.


 TARGET_LIBRARIES_VARS is interpreted as a list of variable names, the
 simple name is intended to hold the library to iln in optimizemed mode,
 the var with _DEBUG appended holds the lib name to use in debug mode.


 That works well, except for one thing. CMake seems to not use the  
 debug version of the OpenVRML library (given as OPENVRML_LIBRARY and  
 OPENVRML_LIBRARY_DEBUG in FindOpenVRML.cmake) in the debug linker  
 properties... I have no idea why. I can see in the CMake dialog that  
 the right library is specified (openvrml.lib for release,  
 openvrmld.lib for debug) but after doing configure+generate, it's  
 openvrml.lib in both release and debug in the Visual C++ linker  
 properties.

 The weird thing is that ANTLR_LIBRARY and REGEX_LIBRARY work well for  
 release and debug... It's just OPENVRML_LIBRARY that doesn't work. Is  
 it FindOpenVRML.cmake that has a problem? I'm including both files  
 just to see if you can spot what's wrong...

Try deleting the cache, I think the Find stuff does not recompute if the 
variable is in cache

Hope it helps

Luigi
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Re: [osg-users] CMake config for OpenVRML plugin - debug vs release libs

2007-09-09 Thread Luigi Calori
Hello Sebastian

Sorry I am on a really slow connection now, so just hints, I can not test:

if you define
SET(ANTRL_LIBRARY antlr.lib)
SET(ANTRL_LIBRARY_DEBUG antlrd.lib)
SET(REGEX_LIBRARY regex.lib)
SET(REGEX_LIBRARY_DEBUG regexd.lib)
SET(TARGET_LIBRARIES_VARS OPENVRML_LIBRARY ANTRL_LIBRARY REGEX_LIBRARY)
SET(TARGET_ADDED_LIBRARIES Ws2_32.lib)

It should work (not tested)

The idea is that TARGET_ADDED_LIBRARIES is interpreted by SETUP_PLUGIN 
macro as a list of undifferentiated external lib libraries to link to
TARGET_LIBRARIES_VARS is interpreted as a list of variable names, the 
simple name is intended to hold the library to iln in optimizemed mode, 
the var with _DEBUG appended holds the lib name to use in debug mode.

Hope it helps

Luigi

Jean-Sébastien Guay wrote:

Hello,

I suspect this is a question for either Luigi Calori or Eric Wing...

I am trying to correct the CMakeLists.txt in the src/osgPlugins/vrml  
directory, which I had hacked together without really knowing what I  
was doing. I have something that's basically better (as in, it doesn't  
produce errors when Configuring in CMake) but I still have a small  
problem.

In addition to the openvrml.lib library (which is openvrmld.lib for  
debug) which I specify using OPENVRML_LIBRARY and  
OPENVRML_LIBRARY_DEBUG, the OpenVRML plugin also requires to link to  
two other libs which are compiled from the OpenVRML source code:  
antlr.lib and regex.lib (antlrd.lib and regexd.lib) as well as the  
standard Windows Ws2_32.lib library (which has no debug version as far  
as I know). Right now, I specify those like this, in the plugin's  
CMakeLists.txt:

 SET(TARGET_EXTERNAL_LIBRARIES antlr regex Ws2_32)

What I need is to be able to specify antlrd.lib and regexd.lib for  
debug builds, and I don't know the CMake way of doing this. I tried:

 SET(TARGET_EXTERNAL_LIBRARIES_DEBUG antlrd regexd Ws2_32)

but that doesn't seem to work (the generated project still has the  
non-debug libs in its linker settings).

Is there a way of doing this? How? Thanks,

J-S
  


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Re: [osg-users] CMake build target INSTALL

2007-09-07 Thread Luigi Calori
Hartmut Seichter wrote:

Ok, the problem seems that Cmake detects a Coin3D 2.4.5 installation 
only halfway correctly. It is missing the libs and thus I suppose the 
values from the cache don't make it into the target for the .iv plugin 
(include directory etc pp). When running the INSTALL target the cmake 
script craps out because it can't find osgdb_iv.dll and skips everything 
after that.
  

The INSTALL target run a script that try to copy all the built files 
into the install places.
If some build target fails, the script does not find a file and so crash.
Non know if is possible to configure in a way it continue even if some 
file is missing.

You can try to use the advanced option OSG_MSVC_VERSIONED_DLL to build a 
build time directory structure that mimic
what install target do but at build time

Sorry for the noise, I hope that sheds some more light on the problem below.

Cheers,
Hartmut

Hartmut Seichter wrote:
  

Hi there,

two things as of SVN rev 7366 using the INSTALL target in combination 
with Visual Studio 2003:

- osgdb_freetype is not being copied (anyway the plugins folder is not 
as crowded, I have a hunch that more is missing)
- applications like osgversion etc are not copied

I did clean cache etc with cmake (using version 2.4.7)


Cheers,
Hartmut

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Re: [osg-users] couple more problems in OSG_MSVC_VERSIONED_DLL RE: OpenSceneGraph-2.1.9 dev version released

2007-09-05 Thread Luigi Calori
Andy Skinner wrote:

Is someone who knows this stuff looking into this and the extra
subdirectories created in lib?
  

Sorry for the late response, I' m out of office/home without good 
connection, just now got a low speed one.
on my side, I see, when OSG_MSVC_VERSIONED_DLL is activated, under lib 
there are still Release and Debug folders that contains osgdb_gdal.lib 
and osgdb_gdald.lib files respectively.
These files should not be generated as long as the other plugins, but I 
did not figured out why they got built.
If these are the folders you refer to, it is a known problem, otherwise, 
let me know.

Luigi

thanks
andy

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Wednesday, September 05, 2007 4:35 AM
To: Public OpenSceneGraph Users discussion list.
Subject: Re: [osg-users] OpenSceneGraph-2.1.9 dev version released

Hi Andy,

Thanks for the through review, OpenThreads should probably be under
its own OSVERSION.

Robert.

On 9/4/07, Andy Skinner [EMAIL PROTECTED] wrote:
  

Sorry if I've missed this (I looked), but is the OpenThreads.dll file
supposed to use the OSG SOVERSION number or its own?

I've got:
  osg20-osg.dll
  osg20-OpenThreads.dll
for Windows, but:
  libosg.so.20
  libOpenThreads.so.7
for Linux.

thanks,
andy

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Re: [osg-users] New build configuration for Windows checked in.

2007-08-30 Thread Luigi Calori
Serge Lages wrote:

 I am building to test it out.
 A first question, the OPENSCENEGRAPH_SOVERSION is different from the 
 OSG version ? I am getting osg19-osg.dll, it is normal ?

Yes, I' ve been asked by Robert to put OPENSCENEGRAPH_SOVERSION on core 
dll instead of my first guess OPENSCENEGRAPH_VERSION that is used for 
plugin folder.
I presume is for consintency with Unix conventions

If you get error on GEO plugin, this is expected and a patch is already 
submitted

Hope it works

Luigi


 On 8/30/07, * Robert Osfield* [EMAIL PROTECTED] 
 mailto:[EMAIL PROTECTED] wrote:

 Hi All,

 Over the last week there has been various discussions on the
 osg-submissions lists about refining the Windows build configuration
 so that it builds in a way that makes it easier to use without
 setting
 paths to plugins or libs.  Luigi Calori has very kindly down  all the
 hard work in experimenting with and managing to get CMake to get it to
 build in this way, and finally the culmination of this work is now
 checked into SVN.

 Key differences of the new build configuration are:

   1) .lib for all the core libraries are built in OpenSceneGraph/lib

   2) .dll's for all the core libraries are built in
 OpenSceneGarph/bin

   3) dll's for all the core libraries are now built with
 osg-version prefix
  i.e.  osg-version-osgUtil.dll

   4) .dll's for all plugins are built in
 OpenSceneGarph/bin/osgPlugins-version

 A dry list, but... what it means to you as Window developers is
 pretty amazing

   1) End of DLL hell is in sight - both core library dll's and plugins
 are versioned
so mixing multiple versions of the OSG on one system will
 now be far far
less painful than ever before

   2) No need to set paths to find when the dll's or plugins are.

   3) The build structure mirrors that what will be installed if you
 decide to install.

   4) Install is now just an optional extra - you no longer need to
 do it

 I know I'm a uber geek, who doesn't even use Windows, but it seems
 mighty wholesome and pleasing to me :-)

 Now to make use of all this wholesome goodness you'll first need to
 update to the CMake 2.4.7 version as 2.4.6 isn't capable of doing the
 above.  As its all so new  Luigi has made the new build configuration
 an option, rather than the default build so you'll need to enable it.
 Finally its very new, and only tested by Luigi so far, so we'll need
 willing helpers to go test it.

 Below is a copy and paste from CMakeList.txt with a segment Luigi's
 added to explain a little about the new feature and how to enable it.

 Many thanks to Luigi for his efforts,
 Robert.


 
 
 # the foolowing options are MSVC specific,
 # the first OSG_MSVC_VERSIONED_DLL activate a custom build-time layout
 that should allow to run examples and application
 # fron bin folder without requiring installation step.
 # it also prepend osg${OPENSCENEGRAPH_SOVERSION}- to only .dll
 files, leaving .lib files untouched in lib
 # it also use a hack to get rid of Debug and Release folder in
 MSVC projects
 # all the .dll and .pdb are in bin and all the .lib and .exp are
 in lib
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Re: [osg-users] New build configuration for Windows checked in.

2007-08-30 Thread Luigi Calori
Serge Lages wrote:

 On 8/30/07, *Serge Lages* [EMAIL PROTECTED] 
 mailto:[EMAIL PROTECTED] wrote:

 It seems I have some troubles with OpenThreads, in release it asks
 for OpenThreads.dll but in debug it works fine, it asks for
 osg19-OpenThreads.dll.
 It may be a problem on my side, I am investigating...



 Deleting the .lib and rebuilding seems to have made it work.

I think the dll name is written inside the lib
I have found inconsistency in wrapper generation, a patch is on the go.

 To resume I have build OSG (core and plugins only) with the dll 
 version number, and everything seems to work as expected. Good job ! :

Thanks

  Luigi

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Re: [osg-users] Tutorials

2007-08-25 Thread Luigi Calori
I vote for 2)
I think we should provide examples on how to build an external 
application that is OSG-based, the tutorials are probably good candidates.
They could also be used with different OSG versions.
I can help to set up the CMake projects.

P.S.
It seems to me to not have received the original Robert message, It is 
not the first ime I got a reply to a message I' ve never received.
has it  occured to anyone else?

Thanks
 Luigi


David Callu wrote:

 better to keep examples into the OpenSceneGraph/examples to keep sync 
 with OSG core isn't it ??


 2007/8/25, Robert Osfield [EMAIL PROTECTED] 
 mailto:[EMAIL PROTECTED]:

 Where to host the example source...

 1) I see three options - zip files attached to the wiki

 2) A svn repository for tutorial examples

 3) Putting tutorial examples into the OpenSceneGraph/examples as part
 of the core OSG.

 Keeping the tutorials separate from the core OSG will require a
 maintainer for it, any volunteers?  Keeping it separate does have an
 advantage of show how one builds applications outwith the standard OSG
 distribution.

 Putting tutorials into the core OSG has the advantage is that the
 code
 will be as easily any of the core OSG examples.

 Thoughts?
 Robert.
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Re: [osg-users] Please buil test OpenSceneGraph SVN

2007-08-24 Thread Luigi Calori
Under WinXP, compilation ok, one small problem on osgconv, not a ble to 
compress textures


osgconvd.exe --compressed cow.osg cow.ive

Failed to create pbuffer, failing back to normal graphics window.
Error: Unable to create graphis context - cannot run compression
Data written to 'cow.ive'.

solved (for me) by adding
#include osgViewer/Viewer

The new plugin search path prevent running osg examples and apps from 
build folders, without installation step due to VisualStudio adding 
debug/release to plugin
this can be fixed twaking CMake Macros

sent patches to osg-submission
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Re: [osg-users] OSG-Based CMake projects

2007-08-23 Thread Luigi Calori
Robert Osfield wrote:

FYI, I've added CMake support (OSG style) to Present3D and 
VirtualPlanetBuilder:

  http://present3d.osgforge.org/
  http://virtualplanetbuilder.osgforge.org/

I intend to have CMake support for osgProducer as well.
  

I knew of virtualplanetbuilder, good to know there is also Present3d 
available, I' ll try to build it under windows, do you expect to be hard?

the svn checkout direction in  
http://www.openscenegraph.org/projects/Present3D/wiki/Downloads/SVN  
should be corrected to use the .org domain i think.

I see files in CMakeModules folder of the OSG, VPB and present3d are 
almost identical, a part from some renaming.
Would it be worthwile to  make them part of OSG installation and let OSG 
derived projects to get them from OSG dir?
This could probably ease Cmake adoption by OSG based projects

Luigi
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Re: [osg-users] Why does the osgPlugins directory include the version?

2007-07-30 Thread Luigi Calori
Eron Steger wrote:

I see...

Unfortunately, at least under Windows this doesn't work. I believe this 
is because the plugins are separated into debug and release 
directories.  Consider a search for the OBJ plugin.  It is located in 
the following locations:

OpenSceneGraph\lib\osgPlugins-2.1.2\debug\osgdb_objd.dll
OpenSceneGraph\lib\osgPlugins-2.1.2\release\osgdb_obj.dll

 From the look of it, osgDB isn't searching inside the debug/release 
directories, instead looking for the file at 
OpenSceneGraph\lib\osgPlugins-2.1.2\osgdb_objd.dll.
  

not sure about latest release, but as for previous dev release, this is 
the situation after the build solution phase, if you also build the 
Install target, this should place plugins directly in the bin folder
of your INSTALL_PREFIX folder.
The default CMake behaviour is to produceVisual Studio projects that put 
dll into separate folders for Debug and Release builds.
It is possible to move them in the install step or by by defining a post 
build custom command but I do not know if they can be directly generated 
in the same  folder

Hope it helps
Luigi

- Eron


Robert Osfield wrote:
  

Hi Eron,

The version number is inserted into the plugin directory name to avoid
problems with mixing plugins of different versions to that linked to
at compile time.

You should not need to ever encode the plugin directory path into your
app, only the path to the parent directory of the plugin directory, as
osgDB will automatically prepend the correct osgPlugin-version
directory to the path when it can't find a plugin straight away.

Robert.

On 7/30/07, Eron Steger [EMAIL PROTECTED] wrote:
  


Hello,

I'm curious as to why the compiled 'osgPlugins' directory on Windows
contains the version in the directory's name (i.e.
OpenSceneGraph\lib\osgPlugins-2.1.2\debug).  This provides a constant
annoyance everytime the version is updated, as the path has to be
updated.  As well, since the rest of the compiled osg library doesn't
have a version associated with it, it doesn't really provide backward
compatibility since those other files will be clobbered when compiling a
new release.

- Eron
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