Re: [osg-users] Ideas about a resource system, and deferred rendering framework
I've been doing some thought of this kind of stuff myself, and it was actually a part of the reason I was considering hopping over to Ogre3D. I would actually suggest however taking a look at Light Indexed Deferred Rendering or Inferred Rendering as possible alternate implementations however, which address some of the issues deferred rendering has at the expense of a little bit of performance. There is something else to take in to account performance wise. It may be wise to design the resource manager in a data-orientated way, meaning to store all of a variable's values, such as a vec3's x value, in a single array. dtEntity's properties class seems to do this. This will assist in preventing cache misses, and thus increase the speeds of going through data. I would suggest however using memsize types where possible (I.E. using size_t instead of unsigned int), which will eat up slightly more memory, but will also help prevent memory allocation errors on 64 bit platforms. Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48415#48415 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] osgRecipes: Integrate OSG with almost everything :-)
libRocket has an integration plugin (osgLibRocket) in the dtEntity trunk, the project page for dtEntity is: https://code.google.com/p/dtentity/ Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48385#48385 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgconv segfaults exporting to ac3d
Hi, Here's how I can reproduce the segfault. Move everything but the f16dj.osg file from the folder, drop the other contents a few folders out, say up one directory, and in a new folder called f16dj_backup. Next, change directory in to the folder with f16dj.osg (and only f16dj.osg, no other files should be in that folder), and run: osgconv f16dj.osg f16dj.ac Doing that always segfaults me, with both the trunk and 2.8.3 on both Ubuntu 10.10 Linux x64, Linux Mint Debian Edition x86, Windows 7 x86, and Windows 7 x64. The x86 installs are on my laptop, the x64s is on my desktop. There is also a 2nd Windows 7 x86 on my desktop as a VirtualBox VM under Ubuntu Linux 10.10 x64 that does it as well. Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33679#33679 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgconv segfaults exporting to ac3d
robertosfield wrote: > Hi Peter, > > On Tue, Nov 9, 2010 at 2:48 AM, Peter Bear <> wrote: > > > I found what was causing it actually. For some reason, if the textures > > referenced by the model are not in the same folder as the OSG file you are > > converting, it segfaults. Once I figured that out however, and got it to > > stop segfaulting, it wound up scrambling the model in the AC3D file. > > > > > Excellent, this should help pinpoint the problem, or at least the > first of the problems... Do you have a stack trace for the crash? > > Could you try tweaking one of the OSG examples to see if you can > reproduce the problem, i.e take cow.osg and then placing the image > file in a new directory, > > Robert. > ___ > osg-users mailing list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- > Post generated by Mail2Forum I'll work on the example files, however for now, here's the file in question that gets scrambled, along with all the files it should depend on. I manged to get the authors permission to redistribute the work for non-commercial purposes only. The files in question: http://www.mediafire.com/?fwdctwndoc65el8 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33634#33634 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgconv segfaults exporting to ac3d
robertosfield wrote: > Hi Peter, > > There really isn't anything we can comment on without an example file > that reproduces the problem. Without a problem test model the next > best thing would be a stack trace of the crash. > > Thanks, > Robert. > > On Sat, Nov 6, 2010 at 5:30 PM, Peter Bear <> wrote: > > > Hi, I have been trying to convert some files over to AC3D format using > > osgconv from the .osg file format. In the process, I have found that both > > the latest trunk, and 2.8.3 both segfault when trying to convert to AC3D. I > > have confirmed this with both Linux and Windows, and it appears to be > > something to do with the AC3D plug in. Does anyone know what may be causing > > this? > > > > Thanks! > > > > Cheers, > > Peter > > > > -- > > Read this topic online here: > > http://forum.openscenegraph.org/viewtopic.php?p=33556#33556 > > > > > > > > > > > > ___ > > osg-users mailing list > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > ___ > osg-users mailing list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- > Post generated by Mail2Forum I found what was causing it actually. For some reason, if the textures referenced by the model are not in the same folder as the OSG file you are converting, it segfaults. Once I figured that out however, and got it to stop segfaulting, it wound up scrambling the model in the AC3D file. I'll find out whether or not I'm able to up the file separately, however because the guy who was making our models for us vanished (the reason why I'm trying to convert the existing OSG files to something we can modify in 3d tools). I would post them up, however I need to request permission to redistribute them from the author. Luckily his E-Mail address is in the copying notice, so I'm trying to contact him immediately in an effort to get this done and sorted. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33600#33600 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgconv segfaults exporting to ac3d
Hi, I have been trying to convert some files over to AC3D format using osgconv from the .osg file format. In the process, I have found that both the latest trunk, and 2.8.3 both segfault when trying to convert to AC3D. I have confirmed this with both Linux and Windows, and it appears to be something to do with the AC3D plug in. Does anyone know what may be causing this? Thanks! Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33556#33556 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX plugin with FBX SDK 2011.2
Alright, understood. I've tried using the .2 SDK now and for some reason it's not detecting that either. Any ideas? Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29166#29166 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX plugin with FBX SDK 2011.2
Hi, I feel I should point out that the newest SDK, 2011.3 is having the same issue. Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29164#29164 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Osgconv generated DAE file not parseable
Hi, For some reason, 3ds Max is not able to parse the DAE file generated by OSGConv from a .osg file. Does anyone know how to fix this. I am using the SVN trunk of OSG with 3ds Max 2011 64 bit and the latest FBX plugin. Thank you! Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29035#29035 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Osgconv dae plugin not found
It finally converted, but when trying to load it in to 3ds Max I get: While reading or writing a file the following notifications have been raised. -ERROR: Unable to parse xml/dae file Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29028#29028 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Osgconv dae plugin not found
It's looking in plugin folder 2.9.7 instead of 2.9.8 for some reason. Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29000#29000 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Osgconv dae plugin not found
Hi, when I try to load convert a file from .osg format to .dae format using osgconv, it returns the error: "could not find the plugin to write nodes to file "insertfilehere.dae"" I have already added the plugins bin folder and the osg bin folder to the path, and have no idea why it isn't working right. Does anyone know how to fix this? Thanks Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28975#28975 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to apply shaders to parts of models
Thanks, that explains a lot. Also, sorry about taking so long to reply, life has been a bit chaotic lately. Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28843#28843 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to apply shaders to parts of models
Hi, I was wondering how models have shaders applied in OSG. Yes I know normally a 3d modeler would know this, but I'm a programmer, not a modeler. More specifically I am wondering how shaders are applied to certain parts of models. An example of this would be applying a shader to say, the metal part of a seat, and another shader to say, the fabric/leather part of a seat. This is something which I'm not sure if it directly applies to the programming end of making an application, and I would really just like to know how it's done in general with OSG. Thanks, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28619#28619 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] A thought regarding GL3 and GL2 versions of OSG
Thanks, that clears that up. Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28329#28329 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] A thought regarding GL3 and GL2 versions of OSG
Hey, I had a thought regarding use of the OSG GL3 and GL2 libraries. GL3 will not work on older video cards, but GL2 will. Would it be possible to change the compile setup for OSG so that you can have a GL2 library and a GL3 library side by side. This would allow for use of GL3 if your video card supports it, but GL2 if it doesn't. This would make it so that you could actually set it so that OSG would be able to be switched between GL2 and GL3 in an application such as a game. This would open the way for using the GL2 library for say, a GL2 mode, and a GL3 library for a GL3 mode. This is similar to how most current games do switching between DX9 and DX10 mode. This would make it much easier to do releases of games that use GL2 or GL3 features depending on system specs and options settings. Could this possibly be done so that it would be easier to release an OSG app that would have that kind of support for both GL2 and GL3, and possibly GL4 once OSG supports it? Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28206#28206 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Custom file type loading?
Hi, I was wondering if anyone would be able to point me in the right direction as to how to add support to load custom file types not currently supported by OSG. I've been looking for a while and haven't turned much up that appears to be of use. Thank you! Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25780#25780 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] osgOcean Geometry
Hi Kim, It's good to hear it is possible. I was wondering about that on the grounds that it could possibly be used on a planetary level for things such as flight simulators myself. On a side note, it could be possible to use the tile method to do things such as progressive changes in the clarity of water as well, which could be useful for things such as the shift in water clarity from say a tropical island to somewhere which is more industrialized and has much dirtier water. Kim Bale wrote: > Hi Peter, > > This has come up a couple of times actually. It would be feasible I think > with the new method of updating the tile positions that I've added to the > sandbox. > > > Whilst I haven't put a lot of thought into it, I'm thinking that > the ellipsoid distortion could be added to tiles within the vertex shader, > so basically taking the same old tiles and merging it with a tile of offsets > that is passed in. Then instead of using a straight translation to position > the tiles as is done in the test case, you would then use some sort of slight > rotational transform instead. > > > I must confess it's not a priority at this time, as you can see my progress > is very slow at the moment. > > > Regards, > > > Kim. > > > On 5 February 2010 01:36, Peter Bear < ()> wrote: > > > Question, would that change make it possible to make a round earth using > > osgOcean. I noticed it talking about tiles in that post and it sparked my > > interest. > > > > Cheers, > > Peter > > > > -- > > Read this topic online here: > > > > http://forum.openscenegraph.org/viewtopic.php?p=23706#23706 > > (http://forum.openscenegraph.org/viewtopic.php?p=23706#23706) > > > > > > > > > > > > > > ___ > > osg-users mailing list > > () > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) > > > > > > > > > -- > Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23742#23742 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] osgOcean Geometry
Question, would that change make it possible to make a round earth using osgOcean. I noticed it talking about tiles in that post and it sparked my interest. Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23706#23706 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] How to properly use the OSG_GL3_AVAILABLE CMake option?
Paul Martz wrote: > I believe this is already in a post somewhere, so the search function > should be covered. :-) > > It'd be nice if selecting the "OSG_GL3_AVAILABLE" CMake variable would > automatically re-set all the FFP-type variables, but currently it does > not do so, and you have to do this manually. > > Paul Martz > Skew Matrix Software LLC > _http://www.skew-matrix.com_ <http://www.skew-matrix.com/> > +1 303 859 9466 > > > > Peter Bear wrote: > > > Just for the search function :) > > > > If you get errors like this: > > > > error C2039: 'glBegin' : is not a member of '`global namespace'' > > error C3861: 'glBegin': identifier not found > > error C2039: 'glEnd' : is not a member of '`global namespace'' > > error C3861: 'glEnd': identifier not found > > > > turn off everything but GL3 with the gl available options to fix it. > > > > > > Cheers, > > Peter > > > > -- > > Read this topic online here: > > http://forum.openscenegraph.org/viewtopic.php?p=21376#21376 > > > > > > > > > > > > ___ > > osg-users mailing list > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > ___ > osg-users mailing list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- > Post generated by Mail2Forum I did it to specifically cover searching up the error codes :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21450#21450 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] How to properly use the OSG_GL3_AVAILABLE CMake option?
Just for the search function :) If you get errors like this: error C2039: 'glBegin' : is not a member of '`global namespace'' error C3861: 'glBegin': identifier not found error C2039: 'glEnd' : is not a member of '`global namespace'' error C3861: 'glEnd': identifier not found turn off everything but GL3 with the gl available options to fix it. Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21376#21376 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Wake effects?
Would it be possible to implement sort of a config option with 2 or more shaders for multiple quality levels? This would allow for the use of one shader if you have a more powerful card, or another shader for an older card. Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20395#20395 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Question about possible changes between 2.6 and 2.8.2
robertosfield wrote: > Hi Peter, > > For most users moving from 2.6 to 2.8.2 should simply be a case of > rebuilding the OSG and your app, typically no code or link changes > should be required. It looks to me link your app isn't linking to the > core OSG library for some reason, so go check what you app is linking > against and make sure all the correct libs are in the right places > w.r.t project files. > > Robert. > > On Mon, Oct 26, 2009 at 2:19 AM, Peter Bear <> wrote: > > > Hi, > > I'm working with a project right now, and it was using 2.6, and it was > > compiling fine until I implemented the shadow code using osgShadow, however > > I seem to have fixed the link errors from shadows by updating the OSG > > Libraries to 2.8.2 from 2.6, however now I get these linker errors: > > > > > > Code: > > > > > WindowManagerViewerNode.obj : error LNK2001: unresolved external symbol > > > "public: virtual class osg::Switch const * __thiscall > > > osg::Node::asSwitch(void)const " (?asswi...@node@osg@@ubepbvswi...@2@XZ) > > > > > 3>Control.obj : error LNK2001: unresolved external symbol "public: virtual > > class osg::Switch const * __thiscall osg::Node::asSwitch(void)const " > > (?asswi...@node@osg@@ubepbvswi...@2@XZ) > > 3>ControlGeometryBuilder.obj : error LNK2001: unresolved external symbol > > "public: virtual class osg::Switch const * __thiscall > > osg::Node::asSwitch(void)const " (?asswi...@node@osg@@ubepbvswi...@2@XZ) > > 3>WindowManager.obj : error LNK2001: unresolved external symbol "public: > > virtual class osg::Switch const * __thiscall osg::Node::asSwitch(void)const > > " (?asswi...@node@osg@@ubepbvswi...@2@XZ) > > 3>WindowManagerViewer.obj : error LNK2001: unresolved external symbol > > "public: virtual class osg::Switch const * __thiscall > > osg::Node::asSwitch(void)const " (?asswi...@node@osg@@ubepbvswi...@2@XZ) > > 3>WindowManagerViewerNode.obj : error LNK2001: unresolved external symbol > > "public: virtual class osg::Switch * __thiscall osg::Node::asSwitch(void)" > > (?asswi...@node@osg@@uaepavswi...@2@XZ) > > 3>Control.obj : error LNK2001: unresolved external symbol "public: virtual > > class osg::Switch * __thiscall osg::Node::asSwitch(void)" > > (?asswi...@node@osg@@uaepavswi...@2@XZ) > > 3>ControlGeometryBuilder.obj : error LNK2001: unresolved external symbol > > "public: virtual class osg::Switch * __thiscall osg::Node::asSwitch(void)" > > (?asswi...@node@osg@@uaepavswi...@2@XZ) > > 3>WindowManager.obj : error LNK2019: unresolved external symbol "public: > > virtual class osg::Switch * __thiscall osg::Node::asSwitch(void)" > > (?asswi...@node@osg@@uaepavswi...@2@XZ) referenced in function "public: > > virtual bool __thiscall csp::wf::WindowManager::onClick(int,int)" > > (?oncl...@windowmanager@w...@csp@@uae_...@z) > > 3>WindowManagerViewer.obj : error LNK2001: unresolved external symbol > > "public: virtual class osg::Switch * __thiscall osg::Node::asSwitch(void)" > > (?asswi...@node@osg@@uaepavswi...@2@XZ) > > 3>WindowManagerViewerNode.obj : error LNK2019: unresolved external symbol > > "public: virtual class osg::Geode const * __thiscall > > osg::Node::asGeode(void)const " (?asge...@node@osg@@ubepbvge...@2@XZ) > > referenced in function "public: __thiscall > > csp::wf::WindowManagerViewerNode::WindowManagerViewerNode(int,int)" > > (??0windowmanagerviewern...@wf@csp@@q...@hh@Z) > > 3>Control.obj : error LNK2001: unresolved external symbol "public: virtual > > class osg::Geode const * __thiscall osg::Node::asGeode(void)const " > > (?asge...@node@osg@@ubepbvge...@2@XZ) > > 3>ControlGeometryBuilder.obj : error LNK2001: unresolved external symbol > > "public: virtual class osg::Geode const * __thiscall > > osg::Node::asGeode(void)const " (?asge...@node@osg@@ubepbvge...@2@XZ) > > 3>WindowManager.obj : error LNK2001: unresolved external symbol "public: > > virtual class osg::Geode const * __thiscall osg::Node::asGeode(void)const " > > (?asge...@node@osg@@ubepbvge...@2@XZ) > > 3>WindowManagerViewer.obj : error LNK2001: unresolved external symbol > > "public: virtual class osg::Geode const * __thiscall > > osg::Node::asGeode(void)const " (?asge...@node@osg@@ubepbvge...@2@XZ) > > 3>WindowManagerViewerNode.obj : error LNK2019: unresolved external symbol > > "public: virtual class osg::Geode * __
[osg-users] Question about possible changes between 2.6 and 2.8.2
Hi, I'm working with a project right now, and it was using 2.6, and it was compiling fine until I implemented the shadow code using osgShadow, however I seem to have fixed the link errors from shadows by updating the OSG Libraries to 2.8.2 from 2.6, however now I get these linker errors: Code: >WindowManagerViewerNode.obj : error LNK2001: unresolved external symbol >"public: virtual class osg::Switch const * __thiscall >osg::Node::asSwitch(void)const " (?asswi...@node@osg@@ubepbvswi...@2@XZ) 3>Control.obj : error LNK2001: unresolved external symbol "public: virtual class osg::Switch const * __thiscall osg::Node::asSwitch(void)const " (?asswi...@node@osg@@ubepbvswi...@2@XZ) 3>ControlGeometryBuilder.obj : error LNK2001: unresolved external symbol "public: virtual class osg::Switch const * __thiscall osg::Node::asSwitch(void)const " (?asswi...@node@osg@@ubepbvswi...@2@XZ) 3>WindowManager.obj : error LNK2001: unresolved external symbol "public: virtual class osg::Switch const * __thiscall osg::Node::asSwitch(void)const " (?asswi...@node@osg@@ubepbvswi...@2@XZ) 3>WindowManagerViewer.obj : error LNK2001: unresolved external symbol "public: virtual class osg::Switch const * __thiscall osg::Node::asSwitch(void)const " (?asswi...@node@osg@@ubepbvswi...@2@XZ) 3>WindowManagerViewerNode.obj : error LNK2001: unresolved external symbol "public: virtual class osg::Switch * __thiscall osg::Node::asSwitch(void)" (?asswi...@node@osg@@uaepavswi...@2@XZ) 3>Control.obj : error LNK2001: unresolved external symbol "public: virtual class osg::Switch * __thiscall osg::Node::asSwitch(void)" (?asswi...@node@osg@@uaepavswi...@2@XZ) 3>ControlGeometryBuilder.obj : error LNK2001: unresolved external symbol "public: virtual class osg::Switch * __thiscall osg::Node::asSwitch(void)" (?asswi...@node@osg@@uaepavswi...@2@XZ) 3>WindowManager.obj : error LNK2019: unresolved external symbol "public: virtual class osg::Switch * __thiscall osg::Node::asSwitch(void)" (?asswi...@node@osg@@uaepavswi...@2@XZ) referenced in function "public: virtual bool __thiscall csp::wf::WindowManager::onClick(int,int)" (?oncl...@windowmanager@w...@csp@@uae_...@z) 3>WindowManagerViewer.obj : error LNK2001: unresolved external symbol "public: virtual class osg::Switch * __thiscall osg::Node::asSwitch(void)" (?asswi...@node@osg@@uaepavswi...@2@XZ) 3>WindowManagerViewerNode.obj : error LNK2019: unresolved external symbol "public: virtual class osg::Geode const * __thiscall osg::Node::asGeode(void)const " (?asge...@node@osg@@ubepbvge...@2@XZ) referenced in function "public: __thiscall csp::wf::WindowManagerViewerNode::WindowManagerViewerNode(int,int)" (??0windowmanagerviewern...@wf@csp@@q...@hh@Z) 3>Control.obj : error LNK2001: unresolved external symbol "public: virtual class osg::Geode const * __thiscall osg::Node::asGeode(void)const " (?asge...@node@osg@@ubepbvge...@2@XZ) 3>ControlGeometryBuilder.obj : error LNK2001: unresolved external symbol "public: virtual class osg::Geode const * __thiscall osg::Node::asGeode(void)const " (?asge...@node@osg@@ubepbvge...@2@XZ) 3>WindowManager.obj : error LNK2001: unresolved external symbol "public: virtual class osg::Geode const * __thiscall osg::Node::asGeode(void)const " (?asge...@node@osg@@ubepbvge...@2@XZ) 3>WindowManagerViewer.obj : error LNK2001: unresolved external symbol "public: virtual class osg::Geode const * __thiscall osg::Node::asGeode(void)const " (?asge...@node@osg@@ubepbvge...@2@XZ) 3>WindowManagerViewerNode.obj : error LNK2019: unresolved external symbol "public: virtual class osg::Geode * __thiscall osg::Node::asGeode(void)" (?asge...@node@osg@@uaepavge...@2@XZ) referenced in function "public: __thiscall osg::ref_ptr::~ref_ptr(void)" (??1?$ref_...@vgroup@osg@@@osg@@q...@xz) 3>Control.obj : error LNK2001: unresolved external symbol "public: virtual class osg::Geode * __thiscall osg::Node::asGeode(void)" (?asge...@node@osg@@uaepavge...@2@XZ) 3>ControlGeometryBuilder.obj : error LNK2001: unresolved external symbol "public: virtual class osg::Geode * __thiscall osg::Node::asGeode(void)" (?asge...@node@osg@@uaepavge...@2@XZ) 3>WindowManager.obj : error LNK2001: unresolved external symbol "public: virtual class osg::Geode * __thiscall osg::Node::asGeode(void)" (?asge...@node@osg@@uaepavge...@2@XZ) 3>WindowManagerViewer.obj : error LNK2001: unresolved external symbol "public: virtual class osg::Geode * __thiscall osg::Node::asGeode(void)" (?asge...@node@osg@@uaepavge...@2@XZ) 3>Control.obj : error LNK2001: unresolved external symbol "public: virtual class osg::BoundingSphereImpl __thiscall osg::Transform::computeBound(void)const " (?computebo...@transform@osg@@ube?av?$boundingspherei...@vvec3f@osg@@@2...@xz) 3>ControlGeometryBuilder.obj : error LNK2001: unresolved external symbol "public: virtual class osg::BoundingSphereImpl __thiscall osg::Transform::computeBound(void)const " (?computebo...@transform@osg@@ube?av?$boundingspherei...@vvec3f@osg@@@2...@xz) 3>Win
Re: [osg-users] [3rdparty] osgOcean multiple shader blending
Thanks for the info. Just out of curiosity, is there any chance that the water will be translucent in the future? Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18282#18282 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [3rdparty] osgOcean multiple shader blending
Hi, I was wondering if it was possible using osgOcean to blend between water areas different shaders, for instance, if you are flying from New Jersey to the Bahamas, you obviously won't see the same level of ocean cleanness in the two areas. I was wondering if it was possible using osgOcean to set areas which would be dirtier than other areas in the same ocean, or if it would be possible to set up a method of blending the two areas seamlessly. This would prevent areas such as those that are highly industrial from having the same ocean transparency as an area like the Bahamas while flying between the two areas. Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18279#18279 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.8.2 rpms for Centos 5 and RedHat 5
Hi, results show: [r...@pciii pciii]# rpm -qa | grep curl libcurl-7.19.4-9.fc11.i586 libcurl-7.19.4-9.fc11.x86_64 curl-7.19.4-9.fc11.x86_64 [r...@pciii pciii]# Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16580#16580 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.8.2 rpms for Centos 5 and RedHat 5
Hi, I got the error "libcurl.so.3()(64bit) is needed by package OpenSceneGraph-libs-2.8.2-1.x86_64 (/OpenSceneGraph-libs-2.8.2-1.x86_64)" while installing the libraries, and yes, I have checked and yum says curl is installed. Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16451#16451 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rendering forests
robertosfield wrote: > Hi Peter, > > There isn't a paged geometry plugin, database paging support is built > directly into the scene graph via the osg::PageLOD node, and into the > viewer using the osgDB::DatabasePager that is automatically set up for > you (you don't need to do anything to enable it.) > > The problem in hand is really how to create the databases rather than > how to render them. This is a very open ended question, ranging from > commercial tools to rolling your own database builders. You've said > nothing about your existing data so I can't say anything specific in > recommendations. > > Robert. > > On Mon, Aug 17, 2009 at 1:09 AM, Peter Bear<> wrote: > > > Hi, anyone know if there's a paged geometry plugin out there or in the > > works for OSG? I was hoping for something like this to assist in the > > rendering of terrain features such as forests, vegetation and things like > > that. > > Thank you! > > > > Cheers, > > Peter > > > > -- > > Read this topic online here: > > http://forum.openscenegraph.org/viewtopic.php?p=16315#16315 > > > > > > > > > > > > ___ > > osg-users mailing list > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > ___ > osg-users mailing list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- > Post generated by Mail2Forum right now my idea is to figure out a way to create a way to create forest scenes for a project I'm working on, and use sort of a method of pre-rendering the scene, and then applying it in a way which would allow for at a certain altitude/distance and below, the trees and such would be 3d, however further out that would be done with 2d billboards, similar to the trees in MS FSX or X-Plane 9. The areas would be pre-generated by defining in a layout tool certain regions in which to make a mass of trees, or putting individual trees/shrubs in manually, and then saving it into a landscape that's usable. The general idea is to create a method of simulating forests for ground operations at a higher detail, or for jets, a lower detail the further up you get. I would try to use a layout tool using something like google earth for reference imagery, to try to decide where to put these chunks, and individual areas, and put down the objects. Then I might work on a ground texture method whi ch would allow for higher detail ground textures the closer you get. The layout tool is still a work in progress, or at least version 2 is, so that's up in the air. The overall idea though is to create a functional foliage system for the project which would allow for high details on the ground, while maintaining good frame rates in the air. The databases would all be based off placing it in a editor based off satellite imagery, and using polygons to define some areas where it's just a big massive forest for example. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16362#16362 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Paged Geometry?
Hi, anyone know if there's a paged geometry plugin out there or in the works for OSG? I was hoping for something like this to assist in the rendering of terrain features such as forests, vegetation and things like that. Thank you! Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16315#16315 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released
Kim Bale wrote: > Hi Peter, > > What version of OSG are you compiling against? > > Regards, > > Kim. > > 2009/8/12 Peter Bear <>: > > > OK, I'm using Fedora 11 now, as i got sick of the issues i was having on > > the laptop using vs, so now I got it to get past the cmake section, but > > when I try to make the 1.0 zip, i get: > > > > [r...@pciii bin]# make install > > Scanning dependencies of target osgOcean > > [ 5%] Building CXX object > > src/osgOcean/CMakeFiles/osgOcean.dir/DistortionSurface.cpp.o > > In file included from /usr/include/osgDB/Output:20, > > from /usr/include/osgDB/DotOsgWrapper:21, > > from /usr/include/osgDB/Registry:25, > > from ../../../src/osgOcean/DistortionSurface.cpp:20: > > /usr/include/osgDB/fstream:32: error: invalid use of incomplete type > > ‘struct std::fstream’ > > /usr/lib/gcc/x86_64-redhat-linux/4.4.0/../../../../include/c++/4.4.0/iosfwd:87: > > error: declaration of ‘struct std::fstream’ > > /usr/include/osgDB/fstream:44: error: invalid use of incomplete type > > ‘struct std::ifstream’ > > /usr/lib/gcc/x86_64-redhat-linux/4.4.0/../../../../include/c++/4.4.0/iosfwd:81: > > error: declaration of ‘struct std::ifstream’ > > /usr/include/osgDB/fstream:56: error: invalid use of incomplete type > > ‘struct std::ofstream’ > > /usr/lib/gcc/x86_64-redhat-linux/4.4.0/../../../../include/c++/4.4.0/iosfwd:84: > > error: declaration of ‘struct std::ofstream’ > > make[2]: *** [src/osgOcean/CMakeFiles/osgOcean.dir/DistortionSurface.cpp.o] > > Error 1 > > make[1]: *** [src/osgOcean/CMakeFiles/osgOcean.dir/all] Error 2 > > make: *** [all] Error 2 > > [r...@pciii bin]# make > > [ 5%] Building CXX object > > src/osgOcean/CMakeFiles/osgOcean.dir/DistortionSurface.cpp.o > > In file included from /usr/include/osgDB/Output:20, > > from /usr/include/osgDB/DotOsgWrapper:21, > > from /usr/include/osgDB/Registry:25, > > from ../../../src/osgOcean/DistortionSurface.cpp:20: > > /usr/include/osgDB/fstream:32: error: invalid use of incomplete type > > ‘struct std::fstream’ > > /usr/lib/gcc/x86_64-redhat-linux/4.4.0/../../../../include/c++/4.4.0/iosfwd:87: > > error: declaration of ‘struct std::fstream’ > > /usr/include/osgDB/fstream:44: error: invalid use of incomplete type > > ‘struct std::ifstream’ > > /usr/lib/gcc/x86_64-redhat-linux/4.4.0/../../../../include/c++/4.4.0/iosfwd:81: > > error: declaration of ‘struct std::ifstream’ > > /usr/include/osgDB/fstream:56: error: invalid use of incomplete type > > ‘struct std::ofstream’ > > /usr/lib/gcc/x86_64-redhat-linux/4.4.0/../../../../include/c++/4.4.0/iosfwd:84: > > error: declaration of ‘struct std::ofstream’ > > make[2]: *** [src/osgOcean/CMakeFiles/osgOcean.dir/DistortionSurface.cpp.o] > > Error 1 > > make[1]: *** [src/osgOcean/CMakeFiles/osgOcean.dir/all] Error 2 > > make: *** [all] Error 2 > > > > > > I'm using fftw3 as the selected library, the other 2 are unchecked. > > > > -- > > Read this topic online here: > > http://forum.openscenegraph.org/viewtopic.php?p=16164#16164 > > > > > > > > > > > > ___ > > osg-users mailing list > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > ___ > osg-users mailing list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- > Post generated by Mail2Forum 2.8.1 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16192#16192 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released
OK, I'm using Fedora 11 now, as i got sick of the issues i was having on the laptop using vs, so now I got it to get past the cmake section, but when I try to make the 1.0 zip, i get: [r...@pciii bin]# make install Scanning dependencies of target osgOcean [ 5%] Building CXX object src/osgOcean/CMakeFiles/osgOcean.dir/DistortionSurface.cpp.o In file included from /usr/include/osgDB/Output:20, from /usr/include/osgDB/DotOsgWrapper:21, from /usr/include/osgDB/Registry:25, from ../../../src/osgOcean/DistortionSurface.cpp:20: /usr/include/osgDB/fstream:32: error: invalid use of incomplete type ‘struct std::fstream’ /usr/lib/gcc/x86_64-redhat-linux/4.4.0/../../../../include/c++/4.4.0/iosfwd:87: error: declaration of ‘struct std::fstream’ /usr/include/osgDB/fstream:44: error: invalid use of incomplete type ‘struct std::ifstream’ /usr/lib/gcc/x86_64-redhat-linux/4.4.0/../../../../include/c++/4.4.0/iosfwd:81: error: declaration of ‘struct std::ifstream’ /usr/include/osgDB/fstream:56: error: invalid use of incomplete type ‘struct std::ofstream’ /usr/lib/gcc/x86_64-redhat-linux/4.4.0/../../../../include/c++/4.4.0/iosfwd:84: error: declaration of ‘struct std::ofstream’ make[2]: *** [src/osgOcean/CMakeFiles/osgOcean.dir/DistortionSurface.cpp.o] Error 1 make[1]: *** [src/osgOcean/CMakeFiles/osgOcean.dir/all] Error 2 make: *** [all] Error 2 [r...@pciii bin]# make [ 5%] Building CXX object src/osgOcean/CMakeFiles/osgOcean.dir/DistortionSurface.cpp.o In file included from /usr/include/osgDB/Output:20, from /usr/include/osgDB/DotOsgWrapper:21, from /usr/include/osgDB/Registry:25, from ../../../src/osgOcean/DistortionSurface.cpp:20: /usr/include/osgDB/fstream:32: error: invalid use of incomplete type ‘struct std::fstream’ /usr/lib/gcc/x86_64-redhat-linux/4.4.0/../../../../include/c++/4.4.0/iosfwd:87: error: declaration of ‘struct std::fstream’ /usr/include/osgDB/fstream:44: error: invalid use of incomplete type ‘struct std::ifstream’ /usr/lib/gcc/x86_64-redhat-linux/4.4.0/../../../../include/c++/4.4.0/iosfwd:81: error: declaration of ‘struct std::ifstream’ /usr/include/osgDB/fstream:56: error: invalid use of incomplete type ‘struct std::ofstream’ /usr/lib/gcc/x86_64-redhat-linux/4.4.0/../../../../include/c++/4.4.0/iosfwd:84: error: declaration of ‘struct std::ofstream’ make[2]: *** [src/osgOcean/CMakeFiles/osgOcean.dir/DistortionSurface.cpp.o] Error 1 make[1]: *** [src/osgOcean/CMakeFiles/osgOcean.dir/all] Error 2 make: *** [all] Error 2 I'm using fftw3 as the selected library, the other 2 are unchecked. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16164#16164 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released
IIRC MS changed the syntax rules in 2008 or 2008 sp1 Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16022#16022 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released
I have a gut feeling the issues are caused by the changes in syntax in vs 2008. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16017#16017 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released
My guess is it's something involving changes from vs 05 to vs08 Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16016#16016 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released
VS 05 is VS 8.0, and VS 08 is VS 9.0 or at least thats what it installs as -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16007#16007 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org