Re: [osg-users] cmake errors with 2.9.8

2010-07-16 Thread Stephan Huber
Hi,

Am 16.07.10 11:03, schrieb Robert Osfield:
> Guarding the FRAMEWORK keyword sounds like the sensible thing to do,
> it's a bit of pain, but it would allow those using cmake out of the
> box on older OS spins to keep working.

what I don't understand is:

AFAIK the FRAMEWORK is guarded by the OSG_COMPILE_FRAMEWORKS-flag ala

IF(NOT OSG_COMPILE_FRAMEWORKS)
  // link as dynamic libs
ELSE()
  // link as framework with FRAMEWORK-directive
ENDIF()

So another if(APPLE)-guard would not help, as the parser is choking
about FRAMEWORK, isn't it?

Confused,
Stephan
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Re: [osg-users] OSG on IPhone

2010-07-12 Thread Stephan Huber
Hi,
Am 11.07.10 17:40, schrieb Leen Monny:
> great work!
> i just checked out a copy, tried to build Iphone_project but there's a 
> compiling error.
> It seems that files under Libraries have incorrect references, those names 
> are red. 
> am I doing this in the right way?

unfortunately the xcode-project was broken, can you update your source
and try again? Be aware that the iphone folder moved on hierarchy up.

cheers,
Stephan
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Re: [osg-users] Compiling on Snow Leopard, problem with GDAL

2010-07-12 Thread Stephan Huber
Hi,

if you are compiling against 64bit, then you can't use the
quicktime-plugin, as quicktime is 32bit only. Set
OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX to imageio and try a recompile.


cheers,
Stephan

Am 12.07.10 20:20, schrieb Alejandro Aguilar Sierra:
> That works, thank you!
> 
> Now it stops at osgdb_qt, complaining about Movie not defined
> 
> [ 97%] Built target osgdb_imageio
> [ 98%] Building CXX object
> src/osgPlugins/quicktime/CMakeFiles/osgdb_qt.dir/MovieData.cpp.o
> In file included from
> /Users/ale/src/OpenSceneGraph-2.8.3/src/osgPlugins/quicktime/MovieData.cpp:14:
> /Users/ale/src/OpenSceneGraph-2.8.3/src/osgPlugins/quicktime/MovieData.h:54:
> error: ISO C++ forbids declaration of ‘Movie’ with no type
> /Users/ale/src/OpenSceneGraph-2.8.3/src/osgPlugins/quicktime/MovieData.h:54:
> error: ‘Movie’ declared as an ‘inline’ field
> 
> However Movie is defined in Movies.h included by QuickTime.h
> 
> typedef struct MovieType**  Movie;
> 
> What is the problem now? Any idea?
> 
> Regards,
> 
> -- A.
> 
> On Mon, Jul 12, 2010 at 10:57 AM, Stephan Huber  
> wrote:
>> Hi,
>>
>> Am 12.07.10 16:46, schrieb Alejandro Aguilar Sierra:
>>> Why it is trying to compile for PPC in an Intel architecture?
>>
>> osg tries to build universal libs on mac os x. Set
>> CMAKE_OSX_ARCHITECTURES according to your needs and do a recompile.
>>
>> cheers,
>> Stephan
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Re: [osg-users] Compiling on Snow Leopard, problem with GDAL

2010-07-12 Thread Stephan Huber
Hi,

Am 12.07.10 16:46, schrieb Alejandro Aguilar Sierra:
> Why it is trying to compile for PPC in an Intel architecture?

osg tries to build universal libs on mac os x. Set
CMAKE_OSX_ARCHITECTURES according to your needs and do a recompile.

cheers,
Stephan

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Re: [osg-users] OSG on IPhone

2010-06-30 Thread Stephan Huber
Hi all,

I have set up an github repository for the iphone-port of osg, as
there's some work to do, before it's ready for inclusion in osg-trunk.
git makes it easy to keep the iphone specific modifications in a
separate branch.

It's my last version, I took the mentioned zip from Thomas Hogarth when
it was available and did some bugfixing and updated osg to a more recent
version. the iphone-port is now based on rev 11554.

So feel free to send patches for the iphone port:

you'll find the repository at

http://github.com/stmh/OpenSceneGraph-port-to-IOS

there are mainly two branches: master which reflects osgs
subversion-version, and iphone which holds the modifications and project
files for the iphone port.

what's missing for primetime:

* most important: Cmake build support, currently the iphone port uses a
handcrafted xcode-project (again, argh!)
* multitouch-support for osgGA and implementation in GraphicsWindowIphone
* some fancy multitouch camera handlers :)

what's working:
* the core libs and the following plugins: osg, iomageio


and some more testing and love.

cheers,
Stephan





Am 27.06.10 17:13, schrieb Mark Feldman:
> Hi,
> 
> Also interested in using OSG on the iPhone..seems like the link is no longer 
> valid.
> 
> Are there any sample applications out there?  
> 
> Thank you!
> 
> Cheers,
> Mark
> 
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=29428#29428
> 
> 
> 
> 
> 
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Re: [osg-users] SetImage problem

2010-06-01 Thread Stephan Huber
hi,

Am 29.05.10 15:38, schrieb Osman Hancer:
> osgImg->setImage(cvImg->width,cvImg->height, 3,
>   GL_RGB, GL_RGB, 
> GL_UNSIGNED_BYTE,(BYTE*)(cvImg->imageData),osg::Image::AllocationMode::NO_DELETE
> ,1);

I think there's something wrong with this line of code. Reading my code
which copies a IplImage into an osg-image looks like this:

osgImg->setImage(
cvImg->width, //s
cvImg->height, //t
1, //r
3,
GL_BGR,
GL_UNSIGNED_BYTE,
(unsigned char*)(cvImg->imageData),
osg::Image::NO_DELETE
);

osgImg->setOrigin( (cvImg->origin == IPL_ORIGIN_BL) ?   
osg::Image::TOP_LEFT : osg::Image::BOTTOM_LEFT);

Notice the third and fourth parameter. The fourth parameter takes care
of your three-bytes-per-pixel-issue, the third parameter is only useful,
if you are using 3D-textures.

cheers,
Stephan
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Re: [osg-users] osgviewer::GraphicsWindowCarbon and wxWidgets conflict

2010-05-14 Thread Stephan Huber
Hi Hartwig,

Am 14.05.10 17:56, schrieb Hartwig Wiesmann:
> I just tried 2.9.6 and there the quit event is still initialized in the 
> static variable initialization part. And I think there is no way around it 
> (or only a bit tricky one) because this handler is also not associated with 
> any window. And it can only be initialized once (so you have to use a flag 
> indicating if you have initialized it or not).

Can you test with 2.8.3 or current trunk (Revision >= 11263)

Here are the relevant revisions for trunk (but they are aprt of 2.8.3,
too):
http://www.openscenegraph.org/projects/osg/changeset/11207/OpenSceneGraph/trunk/src/osgViewer/GraphicsWindowCarbon.cpp
and
http://www.openscenegraph.org/projects/osg/changeset/11263/OpenSceneGraph/trunk/src/osgViewer/GraphicsWindowCarbon.cpp

With theses changes, the quit-handler get installed only when a
graphicswindowcarbon is created, so this should be a fix for your problem.

cheers,
Stephan
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Re: [osg-users] osgviewer::GraphicsWindowCarbon and wxWidgets conflict

2010-05-14 Thread Stephan Huber
Hi Hartwig,
Am 13.05.10 22:19, schrieb Hartwig Wiesmann:
> yes, this would help in case a window is open having an OpenGL context. But 
> in the Carbon version OSG also takes all quit events in case no window or 
> other windows are open.

Sorry missed that part of information. There was a submission which
changed the order of initialisation for the carbon-backend, the
init-stuff got only executed, when a graphicswindowcarbon was created. I
am not sure, if that submission is part of the 2.8-branch and can't
check as the website seems down.

cheers,
Stephan


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Re: [osg-users] problems with EventHandlers, slave cameras and CompositeViewer

2010-05-13 Thread Stephan Huber
Hi Robert,

Am 12.05.10 18:28, schrieb Robert Osfield:

> Modifying/creating an example that recreates this issue would be useful.

After debugging the code once again I found my error: My master camera
must not have a viewport. Without viewport the calculations of the
projected mouse-coordinates are right, but with a viewport on the master
camera they are wrong, because the reprojecting takes the
master-viewport into account, but sets the input-rage is set to -1 .. 1.

Not sure if this behavior is intentional or a bug. Nevertheless my code
works now without hacking osg.

thanks for your help,

cheers,
Stephan
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Re: [osg-users] osgviewer::GraphicsWindowCarbon and wxWidgets conflict

2010-05-13 Thread Stephan Huber
Hi Hartwig,
Am 13.05.10 12:04, schrieb Hartwig Wiesmann:
> Any other ideas?

First of all, I have no experience with wxWidgets, but I had the same
problems with the cocoa-implementation, as I needed to embed osg into
another Cocoa-based application, so I had to disable the parts of
graphicswindowcocoa which deals with event handlers and
application-stuff (creating the menubar etc).

I solved this issue by adding some bools to the WindowData-class which
get queried when a graphics-context gets created. So I can disable
event-polling, request a NSView-only etc.

It should be straight-forward to implement the missing piece for
GraphicsWindowCarbon, add a new boolean to the windowData (i called it
poseAsStandaloneApp for Cocoa) and query
Traits::windowData::poseAsStandaloneApp when creating a context in
CarbonWindowingSystemInterface::createGraphicsContext()

Hope this helps,

cheers,
Stephan
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[osg-users] Slave-cameras and update-callbacks

2010-04-27 Thread Stephan Huber
Hi all,

before starting a debugging session I'll ask the community:

(using osg 2.9.x, revision 11314)

I have the suspicion, that update-callbacks are not called for nodes who
are childs of a slave-camera. If the same child with it's update
callback is added to the main camera or via setSceneData, the
update-callback gets called. Adding the same node to a slave camera will
disable the update-callback. (I am adding the slave-camera with
useMastersSceneData=false)

Is this intentional? If not I'll try to debug the scenario and send a
fix if possible,

cheers,
Stephan


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Re: [osg-users] Question on OSX frameworks

2010-04-24 Thread Stephan Huber
Hi Martins,

Am 23.04.10 20:12, schrieb Martins Innus:
> I've been using the frameworks generated by the latest CMake updates
> in my own projects under osx, and it works great.  However it doesn't
> seem like its working for the osg provided applications. I build the
> frameworks and application bundles using svn from yesterday.  Then when
> i run osgviewer i get:
> 
> dyld: Library not loaded:
> @executable_path/../Frameworks/OpenThreads.framework/Versions/2.5.0/OpenThreads
> 
>   Referenced from: /util/osg/svn64/bin/osgconv.app/Contents/MacOS/osgconv
> 
> Same thing with osgconv, etc
> 
> The path appears correct, but the frameworks are not being copied into
> the application bundle during the install stage i guess.
> 
> In my own project, I just add a "copy Files" build stage to copy the
> frameworks to the application bundle.  I'm not sure how to do that under
> CMake though for OSG itself.
> 
> Has any body else run into this or is there something misconfigured on
> my machine?

no, that's not a problem on your end.  The frameworks-support is still
in its beginnings, and the embedding-part is missing for the examples,
and I am not sure if it's good to copy the frameworks into every
example-app-bundle. IMHO as long as you don't build the install target,
the examples do work, because they are linked against the frameworks
inside the build directory.

I'll check the next week some alternatives to get the examples working.

cheers,
Stephan
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Re: [osg-users] disappearing line

2010-04-05 Thread Stephan Huber
Hi David,

Am 05.04.10 05:22, schrieb David Cofer:
> Also, I know the line is still there because if I zoom out a little or rotate 
> a bit then I can see it again.

Do you call dirtyBound on your drawable after updating the endpoints of
your line?

This is a common pitfall for me, when doing dynamic geometries.


cheers,
Stephan

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Re: [osg-users] 2.8.3rc2 Mac Xcode project - Windowing system

2010-03-31 Thread Stephan Huber
hi,

Am 31.03.10 22:42, schrieb Paul Martz:
> FYI, I'm sort of waiting to hear what's up with this issue, will it
> require a change or not.
> 
> The change I just put in for static linking on the 2.8 branch really is
> so insignificant that it hardly merits a new release candidate. But if
> there's a change for XCode too, then I'd like to cook another release
> candidate and let people taste the cooking before the final release.
> 
> On the other hand, I don't want to hold this up forever. So any progress
> you folks can make on the XCode issue will be greatly appreciated. At
> the time I write this, the XCode issue is the only item holding up the
> release.

I don't know what the problem is with the xcode-files. I migrated the
changes from the xcode-project from trunk to 2.8.x, and I can't spot any
difference.

I think I found a solution for this, but osg is still compiling. I don't
want to submit new files without testing them. With 6 configurations
this will take some time.

cheers,
stephan
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Re: [osg-users] Cocoa, ImageIO help needed

2010-03-30 Thread Stephan Huber
Am 30.03.10 17:27, schrieb stefan nortd:
> Code:
> 
>   "_graphicswindow_Carbon", referenced from:
>   _graphicswindow_Carbon$non_lazy_ptr in main.o
>   _graphicswindow_Carbon$non_lazy_ptr in MyApp.o
> ld: symbol(s) not found
> collect2: ld returned 1 exit status
> 


are you using static libs? I haven't tested the 2.8x branch with static
libs and there seems that USE_GRAPICSWINDOW is hardcoded to
GraphicsWindowCarbon. Replace your usage of USE_GRAPHICSWINDOW with

#if defined(__APPLE__)
USE_GRAPICSWINDOW_IMPLEMENTATION(Cocoa)
#else
USE_GRAPHICSWINDOW()
#endif

I am out of ideas how to fix this simple and fast.

cheers,
Stephan
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Re: [osg-users] OSX image library support for 64-bit

2010-03-26 Thread Stephan Huber
Hi,
Am 26.03.10 19:25, schrieb Chuck Seberino:
> I would like to propose we switch to the former approach.  I can see 64-bit 
> compilation being more prevalent going forward.
> 
> Thoughts?

With current trunk you should get the cocoa-backend and the
imageio-plugin automatically when using the 10.6 sdk. There's some
automatism in the cmakelists.txt around line 714.


cheers,
Stephan



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Re: [osg-users] 2.8.3-rc1 tagged

2010-03-24 Thread Stephan Huber
Hi Bruce,

Am 24.03.10 02:31, schrieb Bruce Wheaton:
> Things are going pretty well, until I tried osgMovie - seems like a
> --framework OpenThreads flag is still in the Target. Oh, wait, it's in a
> few places - osgViewer too.
> 
> Am I right that it can be safely removed now? The target seems to be
> gone from the Xcode file.

OpenThreads is still part of the xcode-project (there should be a target
for it) and may not be removed. Paul removed the redundant OpenThreads
folder from the xcode folder because it doesn't make sense, to have a
separate xcode-project file for OpenThreads as OpenThreads is now part
of OpenSceneGraph.

FBX and PLY are not part of the xcode project file, because of the
external dependencies. If PLY has no external dependencies I can add to
the xcode-project-file.



cheers,
Stephan
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Re: [osg-users] 2.8.3 testing

2010-03-23 Thread Stephan Huber
Hi Paul,

Am 22.03.10 17:31, schrieb Paul Martz:
> 1. XCode project files need to be updated. (Stephan, will you have any
> time to contribute this in the near future, or do we need another
> volunteer?)

Can you merge revision [10006] into the osg-2.8 branch? this will fix a
compile-issue when compiling for 64bit and the xcode-projects.

http://www.openscenegraph.org/projects/osg/changeset/10006/OpenSceneGraph/trunk

thanks,

Stephan
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Re: [osg-users] 2.8.3 release: Last call for changes

2010-03-16 Thread Stephan Huber
Hi Paul,

I think changeset 10520
<http://www.openscenegraph.org/projects/osg/changeset/10520/OpenSceneGraph/trunk/>
should be part of 2.8.x, as this fixes a memory leak with the object
cache when not using the database pager.

I added a workaround to all my 2.8-based apps, so the object cache gets
cleaned after a while, as I am loading a lot of data dynamically and
experienced out-of-memory-situations.

cheers,
Stephan



Am 16.03.10 02:48, schrieb Paul Martz:
> Hi all -- I'm running slightly ahead of schedule on getting the 2.8
> branch ready for the 2.8.3 release, so I thought I'd ping the list once
> more for change requests. If you know of any bug fixes for issues
> present in the 2.8.2 release, please cite the svn trunk revision number
> that fixed the bug, and I'll try to merge it onto the 2.8 branch.
> Likewise, I've found that backporting plugins is pretty trivial, so if
> there is a plugin that's been updated on trunk that you'd like to see in
> 2.8.3, let me know. I imagine DDS is a candidate, anyone else agree?
> 
> Stephan Huber has tentatively volunteered to attempt to generate XCode
> files for the 2.8.3 release, but if there's anyone else willing to help
> out with this, please step forward.
> 
> Barring further changes, I'll start to focus on generating the wrappers.
> Once that's done, and XCode files are updated, then we can go for a
> release candidate.
> 
> Please test on the 2.8 branch and report any issues.
> 
> Lots of info on the release can be found here:
> http://www.openscenegraph.org/projects/osg/wiki/Support/283release
> 
> Thanks!
>-Paul
> 
> 
> 
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Re: [osg-users] need help with cmake / osg / os x / frameworks

2010-03-10 Thread Stephan Huber
Hi Jordi,

Am 10.03.10 19:27, schrieb Jordi Torres:
> Shouldn't it be SET(LIB_EXTRA_LIBS ${CARBON_LIBRARY} ${LIB_EXTRA_LIBS}) ??

No that's correct, as the carbon implementation uses also some
cocoa-code in DarwinUtils.mm.

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

2010-03-09 Thread Stephan Huber
Hi,

Am 09.03.10 17:52, schrieb Nico Kruithof:
> I submitted a patch to be able to use the 10.6 framework. The trunk
> compiles, with this patch together with the two CMake defines you provided.

Your fixes will probably break compilation of the quicktime-plugin on
windows. There should be another solution to this problem. Perhaps when
compiling for 64bit setting QUICKTIME_FOUND to false. But I don't know a
good way to tackle this in cmake.

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

2010-03-09 Thread Stephan Huber
Hi,

Am 08.03.10 13:19, schrieb Tobias Duckworth:
> Are you able to provide a method to create the XCode projects from CMake as 
> so many people are suggesting?

Just use the xcode generators. if you use cmake from a command line,
then just use the following command

% ccmake . -G Xcode

this should create a xcode project holding all necessary stuff.

HTH,
Stephan
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Re: [osg-users] quicktime plugin fails to compile on OS X 10.5

2010-01-30 Thread Stephan Huber
Hi Ulrich, hi Serge

Am 30.01.10 04:38, schrieb Ulrich Hertlein:
> I'm not too familiar with QT/QD anyhow so I thought I'd flag it here instead.

It seems, that the last submission for the quicktime plugin was tested
only on windows.

can you try to replace the offending line from

Rect bounds = (*GetMovieBoundsRgn(_movie))->rgnBBox;

to

Rect bounds;
GetRegionBounds(GetMovieBoundsRgn(_movie), &bounds);

and test if this compile successfully and work with your movies?

I am not on my dev-machine so can't test this fix personally,

cheers,
Stephan
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Re: [osg-users] OpenThreads/Config current settings causes crashes under Snow Leopard

2010-01-22 Thread Stephan Huber
Hi Garrett,

Am 22.01.10 18:08, schrieb Garrett Potts:
> Just add the _OPENTHREADS_ATOMIC_USE_BSD_ATOMIC as something that could be 
> uncommented by the user to allow one to do custom setup of a different atomic 
> operation.
> 

any chance you are mixing the settings for the deployment targets? (e.g.
built osg with 10.4 as deployment target and your app with 10.5 as
deployment target?

Cheers,
Stephan


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Re: [osg-users] Mac OS X Snow Leopard

2009-12-08 Thread Stephan Huber
Massimo Di Stefano schrieb:
> Hi 
> 
> i'm tring to build osg trunk on mac osx snow leopard.
> 
> i tried to apply the change to the file :

What version of Cmake did you use to generate the makefiles / xcode
projects? I am getting the same error when using CMake 2.8, switching
back to 2.6.4 (be sure to clear the cmake cache) everything compiles
fine without any local patches.

cheers,
Stephan


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Re: [osg-users] Deploy OSG application

2009-11-22 Thread Stephan Huber
Dominic Stalder schrieb:
> Hi Stephan
> 
> here the answer of my workmate:
> 
> I tried this without luck. After compiling the Frameworks and using them
> in my application, I get the following linking errors when building with
> Xcode:
> 
> Undefined symbols:
> "non-virtual thunk to osgViewer::Viewer::~Viewer()"
> "osgDB::readImageFile(std::basic_string,
> std::allocator > const&, osgDB::Options const*)"
> "osgText::readFontFile(std::basic_string,
> std::allocator > const&, osgDB::Options const*)"
> "osgViewer::Viewer::checkNeedToDoFrame()"
> "non-virtual thunk to osgViewer::Viewer::setStartTick(unsigned long long)"
> "non-virtual thunk to osgViewer::Viewer::setSceneData(osg::Node*)"

Strange. Check if you are compiling against the same SDK as the
frameworks are built with. You can't mix frameworks built for the 10.4
SDK with an app built for 10.5 SDK. What version of osg do you use?

I am a bit perplexed, that it doesn't work for you, I am doing this all
the time.

> Also tried that. Compiled the dylibs with cmake and installed them in
> /usr/local/lib. Compiling and linking against them works fine. For
> packaging I copied them to the application bundle (to Contents/MacOS/)
> and changed all paths using install_name_tool. Starting the application
> does not show any linking errors but the following runtime error occurs:

Did you mangle all names? You'll have to mangle not only the app, but
also the frameworks and the used plugins.


cheers,
Stephan



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Re: [osg-users] Mac OS X Snow Leopard

2009-11-03 Thread Stephan Huber
Hi Paul,

Paul Martz schrieb:
> Thanks, not sure about a 2.8.3, but it's under consideration. Good to
> know you're interested.
> 
> I understand you can build 2.8.2 against the 10.5 SDK and still run on
> Snow Leopard. My understanding is the changes to OSG for Snow Leopard
> will allow someone to build OSG against the 10.6 SDK, is that right?

Snow Leopard defaults to gcc 4.2 which is pickier than gcc 4.0 (the
default for 10.5) The patches to Atomic + ReaderWriterQt fixes these
issues with gcc 4.2.

If you switch your xcode-projects to gcc 4.0 the current 2.8.x source
builds fine for 10.4 on Snow Leopard.

These patches are needed regardless what sdk you are targetting if you
are using gcc 4.2. But they  even work for 10.5 / gcc 4.0 :)

I can add an automatic build/compile test for the 2.8.x-branch here on
my local machine, currently I am only monitoring osg-trunk and provide
fixes back to Robert if necessary. But I didn't move to 10.6 with this
machine.

cheers,
Stephan
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Re: [osg-users] osgViewer Cocoa and wxOSX/Cocoa Application

2009-10-07 Thread Stephan Huber
Hi Hartmut,

li...@technotecture.com schrieb:

> is there a obvious way to tell osgViewer (Cocoa version of recent trunk)
> to leave the menubar alone? I guess the code is still experimental - so
> would it be possible to add this functionality? Attached a screenshot that
> shows the result of combining wxOSX (Cocoa) and a standard
> osgViewer::Viewer (also Cocoa).
> 
> This was part of my investigation into updating my application. GUI
> toolkit is done in wxWidgets, rendering osg - I actually wanted to get the
> viewer integrated with the GUI again, not separate like in the image
> attached. A few observations:
> 
> 1) using wxOSX (2.9 configure flag --with-osx_cocoa) and trunk of osg
> compiled with Cocoa viewer
> - method with GraphicsWindowCocoa - I derived from
> GraphicsWindowCocoa::WindowData and set the NSView to the one retrieved
> from my underlying control (wxControl derived) - the result is a window
> ~64x64 in the left top corner, regardless of the constructor flags I set.

GraphicsWindowCocoa is the one who creates the NSView. You pass a
windowdata with the flags CreateOnlyView to the constructor and after
the GraphicsWindowCocoa  is constructed you can query the NSView from
the WindowData via getCreatedNSView() and add it to your NSWindow /
NSView. For this method you'll have to create your window (or load it
from a nib-file) yourself.

Here's a small snippet:

osgViewer::GraphicsWindowCocoa::WindowData* wdata = new
osgViewer::GraphicsWindowCocoa::WindowData(osgViewer::GraphicsWindowCocoa::WindowData::CreateOnlyView);

osg::ref_ptr traits = new
osg::GraphicsContext::Traits();
traits->x = 0;
traits->y = 0;
traits->width = 800;
traits->height = 600;
traits->inheritedWindowData = wdata;
traits->doubleBuffer = true;
traits->sharedContext = 0;  
traits->vsync = true;

// create graphics context

osg::ref_ptr gc =
dynamic_cast(osg::GraphicsContext::createGraphicsContext(traits.get()));

NSView *view = wdata->getCreatedNSView();

// Mainview is the main-view of the window ...  
[mainview addSubview: view]; // add the view created by
GraphicsWindowCocoa to the main-view




If you want a NSWindow containing only one NSView, use the
GraphicsWindowCocoa with a GraphicsWindowCocoa::WindowData(0), then
GraphicsWindowCocoa does not create the app-specific stuff and returns
the window only. You can get the NSWindow-reference via
GraphicsWindowCocoa::getWindow()

To recap the three options:

CreateOnlyView: GraphicsWindowCocoa creates only the view (a
NSOpenGLView) and store it in the WindowData-class (no window, nada)

CheckForEvents: osgViewer queries the system for new events and handles
them (mimicking the Cocoa event loop) . If you are using a "real" cocoa
app which installs an event loop, you don't want this.

PoseAsStandaloneApp: osgViewer constructs a standard menubar and
installs some handler for it and some other stuff. If you are using a
"real" cocoa app which handles the menubar automagically, you don't want
this.


> - method with setUpViewerAsEmbeddedInWindow - the canvas ends up somewhere
> on the screen whole application gets stuck - I tried to use either
> timerbased or idleloop based update via _viewer->frame() 

I have no experience with setUpViewerAsEmbeddedInWindow but to my
knowledge you'll have to manage the OpenGLContext (make current, swap,
etc) by yourself

> - method with external viewer: see attached image, the menubar gets
> unusable

see my previous notes about WindowData(0)

> - method with GraphicsCanvas (derived from osgviewerWX) - mixed bag, I get
> an occasionally stuck GUI. For instance MenuItems don't highlight but can
> be selected.

You'll have to be careful which thread handles the events. Mac OS X does
not like, if you handle events on another thread than the main-thread.
Perhaps WindowData(0) is your friend here, too.

Hope this helps

Cheers,
Stephan
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Re: [osg-users] osgViewer::GraphicsWindowCarbon with wxWidgets/wxMac

2009-10-07 Thread Stephan Huber
Hi Hartmut,


Hartmut Seichter schrieb:

> I've seen somewhere in the list somebody had some success with using the
> GraphicsWindowCarbon within bare Carbon. Now I am trying the same with
> wxWidgets 2.8.10 and it seems not to work as expected (corrupted Window
> background). Did somebody on the list had some success and can share a
> code snippet? I got it working with GTK and Win32 (wxGTK and wxMSW
> respectively).

I've done some tests integrating a GraphicsWindowCarbon into a
webbrowser, and it worked somehow but I ditched it because of other reasons.

How did you integrate the GraphicsWindowCarbon with your code? It's hard
 to help without seeing any code.

If wxwidgets can work with cocoa I highly suggest the
GraphicsWindowCococa backend, it's easier to integrate into existing apps.

HTH,
Stephan
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Re: [osg-users] Snow Leopard stl issues? (osg 2.9.5)

2009-10-07 Thread Stephan Huber
Hi,

Chip Collier schrieb:
> Hi again! :)
> 
> So it's just a problem with OSG in general it seems. I've tried building and 
> linking in many different ways, all end in segfaults when trying to get the 
> name of a node. I haven't tried much else because that's a pretty basic first 
> step.
> 
> The attached code also segfaults on OSX and runs fine on Linux so it's no 
> longer a Qt related issue as far as I can tell.

Can you check if root is NULL in your code? Perhaps you have problems
with symbol visibilty, perhaps gcc 4.2 has some new defaults which
breaks your code. dynamic_cast is done by comparing pointers to
class-definitions, not via string comparision as on windows / visual
studio. Perhaps you have two class definitions one in osgDB and one in
your main.o.

I tested your code on Snow Leopard with 2.9.x compiled with gcc 4.0.x
with the deprecated XCode-projects part of the osg-distribution and the
code worked without any problems. Also my big projects compile + run
fine on Snow Leopard, but I am using gcc 4.0 and I am targeting 10.4. I
haven't tried gcc 4.2 (the new standard compiler on OS X) because it
targets 10.5 and up.

HTH,
Stephan
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Re: [osg-users] mouse pointer hiding and fullscreen mode

2009-10-04 Thread Stephan Huber
Hi Stefan,

stefan nortd schrieb:

> (1) GraphicsWindow::showCursor(bool)  call does not seem to work on 
> OSX/Carbon. When calling it it actually crashes the app. Not sure if this is
>  a bug or it's simply not implemented or both. When it says 
> "Reimplemented in osgViewer::GraphicsWindowWin32." in the docs does 
> this mean it's only supported on windows? Would be cool if this call would
>  be more cross-platform. 

Can you provide a stack trace? Are you running your app multithreaded?

> (2) The fullscreen (Carbon) has a window bar showing up at the top 
> whenever the mouse pointer hits the top edge. This also happens with a 
> pointer that is hidden. Is there a way to disable that window header from 
> showing up?

Call SetSystemUIMode with approbiate flags after you've realized your
window. There's currently no way to adjust the settings used by the
GraphicsWindow{Carbon|Cocoa}-implementation. You are welcome to
implement these and submit it to osg-submission.

See this technote for more info about SetSystemUIMode:
http://developer.apple.com/mac/library/technotes/tn2002/tn2062.html

HTH,
Stephan
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Re: [osg-users] [build] OSX 10.6.1 Snow Leopard woes

2009-10-03 Thread Stephan Huber
Hi stefan,
stefan nortd schrieb:

> [...]osgPlugins/imageio/ReaderWriterImageIO.cpp:979: error: extra 
> qualification 'ReaderWriterImageIO::' on member 'ReaderWriterImageIO'
> 
> 
> Are there any quick fixes for this?

check the osg-submission list, there was a submission regarding this
bug, but it's not incorporated into osg yet.

http://lists.openscenegraph.org/pipermail/osg-submissions-openscenegraph.org/2009-August/004829.html

cheers,
Stephan

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Re: [osg-users] [build] OSX 10.6.1 Snow Leopard woes

2009-09-16 Thread Stephan Huber
hi,

stefan nortd schrieb:
> Hi,
> 
> I just updated to osx 10.6.1 snow leopard and ran into a couple of 
> problems. 
> 
> (1) My old osg binaries (osg 2.8.2 compiled for the 10.5 sdk) work but I 
> get a ton of warning (I also needed to update to xcode 3.2). They are all
>  of the "different visibility" type.
> 
> (2) Osg does not want to compile on osx 10.6. I tried both Xcode and 
> Makefiles. And for each I tried the 10.5 and 10.6 sdk which does not seem
>  to change the nature of the compilation error.
> 
> The attached screenshots are the errors I get with xcode. 
> 
> The following code snippet is the errors I get with the Makefiles. It gets 
> 25% into the build and fails with the osgViewer.


Make sure you are compiling for 32bit only. The carbon backend in 2.8.x
is not 64bit compatible. With snow-leopard the standard compiler is gcc
4.2x, try switching back to 4.0 if 32bit only doesn't help.

Try the current svn-version of osg, it supports 64bit and has a better
integrated cocoa-backend.

cheers,
Stephan
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Re: [osg-users] [build] OSX 10.6.1 Snow Leopard woes

2009-09-16 Thread Stephan Huber
E. Wing schrieb:

> I am not currently on the OSG track so I'm afraid I can't be much help
> at the moment. But be aware that in Snow Leopard, the default
> architecture is 64-bit (assuming you are on a 64-bit machine which
> almost all Intel Macs are now). All the Carbon stuff in
> osgViewerCarbon will likely not compile in 64-bit. I thought there was
> at least a preliminary Cocoa based viewer now, but I haven't been
> following. It seems like the Cocoa one needs to be made the default
> for just this problem that people are going to encounter over and over
> again. 

The cocoa backend is part of osg 2.9.x

> (Also, if my ImageIO plugin has not been integrated yet, now is
> the time do so so as the Quicktime plugin is also not going to work in
> 64-bit.)

Also the imageio-plugin.

> Second, I don't know if the Xcode project is maintained anymore.

It's maintained for 2.9.x but not tested with Snow leopard.

cheers,
Stephan
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Re: [osg-users] Quicktime and movie size

2009-09-08 Thread Stephan Huber
Hi Pieree,

Pierre Bourdin (gmail) schrieb:
> Hi Serge,
> Le mardi 08 septembre 2009 à 09:27 +0200, Serge Lages a écrit :
>> Thank you Stephan, we've confirmed with our customer that it's a codec
>> problem and not in our side, so it's OK. As a side note, the QuickTime
>> plugin is really working like a charm compared to the other solutions
>> like FFmpeg, it's a real pleasure.

> Can you share a little bit more about the QuickTime Plugin ?
> Do you have some recommendation for using it ?

What do you want to know? It works - when compiled - out of the box, it
can handle various codecs (you can even play all codec ffmpeg can play
if you install Perian on Mac OS X)

> What is the *best* codec to use ? 

Depends on your needs. If you want straight-forward playback then I
would recommend MP4, Sorenson or similar codecs.

If you want to have accurate frames for fast seeking, or play the movie
reverse then I would recommend FotoJPEG which is frame-accurate.

There are even some loss-less-codeecs from apple.

> Does it work well with mpg format (mpgv for vidéo, mpga  for audio) ?

AFAIK they work well, I don't know on windows, but on Mac, yes. With the
quicktime plugin you should be able to play every movie, the
quicktime-player can open and display.
> 
> On which plate-form are you using it ?

I am using it on Mac OS X and Windows.

> I think it is not available on Linux ?

No, there's no Linux-version.


HTH,
Stephan
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Re: [osg-users] Quicktime and movie size

2009-09-07 Thread Stephan Huber
Hi Serge,

Serge Lages schrieb:
> Thanks for your reply, it seems to be an export problem instead of a problem
> on the plugin side. But it's still weird that the size on the QuickTime
> player and in the plugin is different. 

I think it has something to do with the codec. DVCPro is convenient for
editing movies/ capturing from video-cameras. I'd use Foto JPEG or MP4
for OSG.

Safari shows the same error: if you open the movie with it, it will
display at 1920x1080, so it's not isolated to the quicktime-plugin.

cheers,
Stephan
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Re: [osg-users] glMultiTexCoord4f , OSG with OGL code

2009-08-06 Thread Stephan Huber
Hi,

Pau Moreno schrieb:
>   brickVertexObject->readShaderFile  ( osg::Shader::VERTEX   , 
> "/home/Pau/OSG/Test1/Debug/Shaders/TestG80_VS.glsl" );
>   brickFragmentObject->readShaderFile( osg::Shader::FRAGMENT , 
> "/home/Pau/OSG/Test1/Debug/Shaders/TestG80_GS2.glsl" );
>   brickGeometryObject->readShaderFile( osg::Shader::GEOMETRY , 
> "/home/Pau/OSG/Test1/Debug/Shaders/TestG80_FS.glsl" );

are you sure, that your load the correct files? From the used naming
convention i think you loaded the geometry shader source into the
fragment-shader and vice versa.

cheers,
Stephan
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Re: [osg-users] osg dll versions

2009-07-21 Thread Stephan Huber
Hi,
Bob Youmans schrieb:
> can there be an osg version function to return a string or a version object 
> stating the version (2.8.0 vs 2.8.1) so we can unequivocally know what 
> version someone is running and display it in Help, About, or some other 
> startup info?

Have a look at the doxygen documentation, particularly

http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01247.html

HTH,
Stephan
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Re: [osg-users] Multi-touch in the OSGViewer and camera manipulators

2009-06-25 Thread Stephan Huber
Hi,
Christian Buchner schrieb:

> My boss was running my 3D engineering app on a 32 inch touch screen
> (no multi-touch yet, I suppose) and he liked how he was able to rotate
> the camera with a fingertip.
> 
> That gave me an idea - are there any affordable Multi-touch LCD
> screens (standalone) 

There are some solutions for two-point multitouch, for more tracked
points there are some solutions on the horizon, but IMHO not available
yet. Most multitouch solutions use back-projection and capturing the
field of input with a infrared-camera with the help of infrared-laser,
-leds.

> and how difficult would it be to add Multitouch
> capabilities to OSG? In particular I was wondering what it would take
> to support Multi-Touch capabilities in the various Camera manipulators
> -  and how to get the "special" input events from various operating
> systems (Mac, Windows, Linux).

There's an opensoruce protocol called tuio which sends a stream of
events via UDP to a host. So you can change tracking solutions without
changing your source.

> In particular zooming with two fingers would be extremely cool ("the
> pinch" gesture) , and grabbing an object with two fingers, rotating it
> (or the camera around it) in the 3D view according to how the two
> fingers move.

There's no infrastructure in osg yet, but you can easily adapt some of
the matrixmanipulators and add multitouch--support.

here you'll find some links: http://delicious.com/sth/Multitouch



Hope that helps,

Stephan

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Re: [osg-users] Texture2D non power of two and TextureRectangle

2009-06-23 Thread Stephan Huber
Hi Patrick,

Patrick Shinpaugh schrieb:
> Hi,
> I am trying to use non power of two textures with OpenSceneGraph-2.8.0.
> Loading them into Texture2D and allowing them to be converted to power
> of two works fine - converts from 1024x683 to 1024x512 and displays as
> expected. When I set setResizeNonPowerOfTwoHint(false) then the texture
> no longer displays and if I replace Texture2D with TextureRectangle the
> texture does not display. I am using a Nvidia GeForce 9500 with both
> GL_ARB_texture_rectangle and GL_NV_texture_rectangle so I assume it
> should work.

I have no experience with NPOT Texture2D, but...

if you are using TextureRectangle, be sure to provide tex-coords in
pixel-space, not normalized tex-coords. So with your example use 1024 /
683 instead of 1.0.

HTH,
Stephan
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Re: [osg-users] picking and custom active area

2009-06-13 Thread Stephan Huber
Hi Stefan,

stefan nortd schrieb:
> So I found some code for intersecting a line with a plane. 
> What I am missing is how do I translate the mouse pointer 
> coordinates into a line expressed in local coordinates?
> 
> Here the intersection code if anybody is interested:


There's a class called osg::Plane which you can use to do some
plane-ray-intersections:

double dist = _dragPlane.distance(mouseloc);
double numerator = -dist;
double denominator = _dragPlane.getNormal() * normalizedMouseRay;

if (0.0 == denominator) { // is on Plane
return true;
}
else
{
pointOnDragPlane = mouseloc + (normalizedMouseRay * 
numerator/denominator);
}

the plane, mouseloc and normalizedMouseRay are in local coordinates.

To convert the mouseloc into local coordinates you'll have to
backproject the coordinates.

I do this via:

// get the coords in screen-space:
float tx =  cefix::MouseLocationProvider::instance()->getNativeX();
float ty =  cefix::MouseLocationProvider::instance()->getNativeY();
osg::Vec3 mouseloc =  osg::Vec3(tx, ty, 0) * _invMatrix;
osg::Vec3 normalizedMouseRay = (osg::Vec3(tx, ty, 1) * _invMatrix) -
mouseloc;


The last question which remains: where comes _invMatrix from:

I get the nodepath of the picked object (it's basically a list of
transforms which affects this specific node) and compute a
localToWorld-matrix. I need the current cam to get view + projection matrix.

osg::Matrix MVPW = osg::computeLocalToWorld(nodepath) *
cam->getViewMatrix() * cam->getProjectionMatrix();

// include the viewport:
if (cam->getViewport())

MVPW.postMult(cam->getViewport()->computeWindowMatrix());

_inverseMat.invert(MVPW);

This code is basically the same as in osg, where picking is done.

cheers,

Stephan
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Re: [osg-users] Drawing a line once( bullet physics integration )

2009-05-28 Thread Stephan Huber
Hi Edurardo,

Eduardo Alberto Hernández Muñoz schrieb:

> I'm trying to integrate bullet with osg; the problem comes with
> bullet's debug drawing.
> 
> Bullet has an abstract class, with drawing functions to be implemented
> by the user.
> The main requirement is simply to render a line; however I need to
> draw a single frame,
> not add a model to a scene to be drawn over and over.

I've done this via a single geometry-instance, where I add the lines
(add the vertices and colors to their respecting arrays, updating the
primitivesets und dirty the displaylist & bound, setting the nodemas to
0x), and which I clear via an update callback every frame, and
setting the nodemask to 0x0.

Perhaps not the fastest performance-wise, but it's only used for
debugging-purposes.


HTH,
Stephan


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Re: [osg-users] build problem on Mac OS/X 10.5.6

2009-04-26 Thread Stephan Huber
Hi,

please don't hijack old threads for starting new threads. Start a new
one instead. This will help people following and reading your post.

It seems, that the inventor-framework is not universal build (ppc +
intel) so either
* install a universal-build of the inventor-framework,
* disable the build of the inventor-plugin if you don't need it,
* or disable universal builds for osg via ccmake.

cheers,
Stephan


Jaeyoung Haan schrieb:
> I'm trying to install OSG on my Mac OSX 10.5.6 in order to develop 3D 
> simulation.
> I'm not going to use Xcode.
> 
> I downloaded osg source codes thru svn 2.8.1 rc, installed Cmake,
> and did ./configure and make.
> 
> But the following error occurred, and I could not figure it out.
> Plz help me.
> 
> 
> Code:
> 
> Scanning dependencies of target osgdb_iv
> [ 80%] Building CXX object 
> src/osgPlugins/Inventor/CMakeFiles/osgdb_iv.dir/ConvertToInventor.cpp.o
> [ 80%] Building CXX object 
> src/osgPlugins/Inventor/CMakeFiles/osgdb_iv.dir/ConvertFromInventor.cpp.o
> [ 80%] Building CXX object 
> src/osgPlugins/Inventor/CMakeFiles/osgdb_iv.dir/GroupSoLOD.cpp.o
> [ 80%] Building CXX object 
> src/osgPlugins/Inventor/CMakeFiles/osgdb_iv.dir/PendulumCallback.cpp.o
> [ 80%] Building CXX object 
> src/osgPlugins/Inventor/CMakeFiles/osgdb_iv.dir/ReaderWriterIV.cpp.o
> [ 80%] Building CXX object 
> src/osgPlugins/Inventor/CMakeFiles/osgdb_iv.dir/ShuttleCallback.cpp.o
> Linking CXX shared module ../../../lib/osgPlugins-2.8.1/osgdb_iv.so
> ld warning: in 
> /Developer/SDKs/MacOSX10.5.sdk/Library/Frameworks//Inventor.framework/Inventor,
>  file is not of required architecture
> Undefined symbols for architecture ppc:
>   "SoNode::writeInstance(SoOutput*)", referenced from:
>   vtable for GroupSoLODin GroupSoLOD.cpp.o
>   "SoVRMLTexture::getClassTypeId()", referenced from:
>   ConvertFromInventor::preVRMLAppearance(void*, SoCallbackAction*, SoNode 
> const*)in ConvertFromInventor.cpp.o
>   "SoFieldData::~SoFieldData()", referenced from:
>   GroupSoLOD::atexit_cleanup()   in GroupSoLOD.cpp.o
> 
> 
> 
> ... hundreds lines of similar messages ...
> 
> 
> 
> 
> "SoGroup::replaceChild(int, SoNode*)", referenced from:
>   vtable for GroupSoLODin GroupSoLOD.cpp.o
>   "SoLOD::getClassTypeId()", referenced from:
>   ConvertFromInventor::preGroup(void*, SoCallbackAction*, SoNode 
> const*)in ConvertFromInventor.cpp.o
>   ConvertFromInventor::postGroup(void*, SoCallbackAction*, SoNode 
> const*)in ConvertFromInventor.cpp.o
>   GroupSoLOD::initClass()  in GroupSoLOD.cpp.o
>   "SoMFUInt32::getClassTypeId()", referenced from:
>   bool ivApplicateIntType(osg::Array const*, 
> SoMFUInt32&, int, int, int)in ConvertToInventor.cpp.o
>   "SoSphere::SoSphere()", referenced from:
>   ConvertToInventor::processShapeDrawable(osg::ShapeDrawable const*, 
> ConvertToInventor::InventorState*)::MyShapeVisitor::apply(osg::Sphere 
> const&)in ConvertToInventor.cpp.o
> ld: symbol(s) not found for architecture ppc
> collect2: ld returned 1 exit status
> lipo: can't open input file: 
> /var/folders/bf/bf+HkrbPFfGBxK0g6Fm5vE+++TI/-Tmp-//cc9Swfmi.out (No such file 
> or directory)
> make[2]: *** [lib/osgPlugins-2.8.1/osgdb_iv.so] Error 1
> make[1]: *** [src/osgPlugins/Inventor/CMakeFiles/osgdb_iv.dir/all] Error 2
> make: *** [all] Error 2
> 
> 
> [/code]
> 
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=10871#10871
> 
> 
> 
> 
> 
> ___
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> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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Re: [osg-users] Build of svn head, OGR plugin issues

2009-04-10 Thread Stephan Huber
Robert Osfield schrieb:
> OK, I've hit problems with mixing ppc + i386 builds with i386
> dependencies.   How important is unified binaries to OSX dev these days?
> Could we default to just i386, or perhaps even 64bit?

perhaps it's sufficient to compile the gdal-dependent stuff only for
i386. gdal is the culprit, because it doesn't compile for both platforms
by default.

IMHO setting the defaults to only i386 because of one optional
dependency is not the right decision.


just my 2 cents,

Stephan

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Re: [osg-users] osgViewer::GraphicsWindowWin32 stack overflow crash

2009-03-04 Thread Stephan Huber
Hi Peter,

Peter Amstutz schrieb:
> The best ideas I've been able to come up with are to either modify 
> osgViewer::GraphicsWindowWin32 and comment out the call to 
> registerWindowProcedure(), or possible subclass it in my application and make 
> registerWindowProcedure() a no-op.


Another idea would be to extend GraphicsWindowWin32::WindowData to add a
flag or something similar, so GraphicsWindowWin32 can query this flag an
decide if it's allowed to call registerWindowProcedure.

This is what we have done for the OS X carbon implementation, and it
doesn't pollute the cross-plattform traits-structure.


just my 2 cents,
Stephan
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Re: [osg-users] GraphicsWindowCocoa : Cocoa backend for osgViewer

2009-02-27 Thread Stephan Huber
Hi Sylvain

Sylvain MARIE schrieb:

> Great! Would you mind sharing your initial work? Anything speeding up
> the osgViewer/Cocoa is welcome.
> And I can definitely live with some limited implementation for a start :-)
> We could add the shared contexts, fullscreen mode, etc. later, right?

I think the best way would be to branch the current state of osg and
check my modifications in, so we can work both on the code, without
disturbing trunk.

The current state of GraphicsWindowCocoa is:

* basic event-handling is functional (mouse + keyboard)
* basic window-management is functional
* resizing + moving of windows does not work correctly, the greatest
hurdle are the different coordinate spaces of Quartz (topleft) and
Cocoa(bottomleft) (WTF?)
* PixelBufferCocoa is missing completely
* multimonitor-support is not ready
* imageio for image-handling works
* cMake support is missing

I compiled a 64bit version of osgviewer and GraphicsWindowCocoa and it
worked :)


So, enough for today,

cheers,
Stephan

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Re: [osg-users] Statesets with renderBin make sub-models invisible

2009-01-21 Thread Stephan Huber
Mao.. schrieb:
> Thank you very much, Rafa Gaitan!
> 
> Your suggestion works. But I'm wondering one thing: all of the models have
> passed the more or less same preproccessor, however, some models without the
> renderbin affairs will not "hide" but turn blue as I expected. The only
> difference between these two is the renderbin. I'm a little confused.

This is because Renderbin 10 enables GL_BLEND automatically, so the
alpha-value of your material applies to the models. Without enabling
GL_BLEND, the alpha-value is ignored by OpenGL.

cheers,
Stephan
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Re: [osg-users] Link error for osgdb_ive plugin on Mac OS x 10.5

2009-01-19 Thread Stephan Huber
alessandro terenzi schrieb:
> I'm trying to build OSG 2.6.1 on Mac OS X 10.5 but I get a link error when
> building osgdb_ive plugin. The error is shown in the attached screen
> capture.
> Every other plugins build successfully.

I missed the release of 2.6.1, so the xcode-project is outdated for this
version. (Current svn should compile, though)

The problem is, that some new ive-files are not part of the project, You
can try to add the missing files to the ive-plugin, and try a recompile.

I'll try to submit a fixed XCode-project the next days.

cheers,
Stephan
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Re: [osg-users] Memory management in OSG

2008-12-19 Thread Stephan Huber
Hi Jean-Sébastien,

Jean-Sébastien Guay schrieb:

> However, running IBM Purify on the application reveals no massive leaks,
> only a few false positives. Are there any tools or techniques that
> someone could recommend to make finding and fixing memory leaks easy,
> and which work well with OSG? I tried Visual Leak Detector which is open
> source, but it reported so many false positives related to variables
> stored in ref_ptrs (over 400) that I gave up on it.

For that type of debugging I am using a custom singleton-class called
AllocationObserver which observes the refcount for osg::Referenced. You
have to register every instance of objects you want to track and the
AllocationObserver saves these instances as a

std::map > >

I am using a custom NodeVisitor to feed the scene graph to the
allocation-observer which prints out the refcounts / updates a
line-graph for the different object-types and cleans up the std::lists
of already deleted objects on a regular basis.

This works quite well for my high dynamic scene graphs, but has a slight
impact on performance and does not cover all referenced objects.

I am using Memory Validator on Windows and Shark / MallocDebug on Mac OS
X to track other memory-leaks, but these tools do not help me when using
refcounted-objects or finding circular-references.

If you are interested in the code (it's integrated with other code, but
the principle should be clear) drop me a line.

Cheers,
Stephan


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

2008-11-27 Thread Stephan Huber
Robert Osfield schrieb:
> Hi All,
> 
> I'm now pretty well on top of submissions, so am looking towards
> making a dev release tomorrow morning. Could users check out the
> latest version of the OSG to see how things build and run on your
> platform.

Compile went smooth on OS X (using 10.4 + 10.5 sdk) with the deprecated
xcode-project-files. I added all missing files and added also the new
osganimation-lib as a framework and a new example osganimationviewer
(checked in already). I tested some of the examples -- no problem.

Additionally I enabled support for atomic operations when using the 10.5
sdk _OPENTHREADS_ATOMIC_USE_BSD_ATOMIC, I think this would be a good
idea to add this to the cmake files. If I find some time this week, I'll
try to add it myself.

I'll try the cmake build the next days and report back.

cheers,
Stephan

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Re: [osg-users] osgWidget Design Advice

2008-11-24 Thread Stephan Huber
Hi Jeremy,


Jeremy Moles schrieb:
> However, as I mentioned earlier, when created a WindowManager must have
> access to an osgViewer::View* so that it can call the
> computeInteresections() method on this pointer and perform proper
> picking. This raises an interesting design question: what exactly is (or
> should be) the relationship between a WindowManager and an osg::Camera?
> There certainly is SOME relationship, but whether or not I am properly
> utilizing it in osgWidget remains to be seen.

I add a custom Eventhandler to my views which does the picking and
handling vorrect MouseEnter/MouseLeave/etc on picked objects.

This EventHandler can call your WindowManager-routines handling the
results. You can even search your WindowManager-node in the first frame
via a nodevisitor

So to use your widget-code the user has to
1) create a WidgetManager and add it to the scene, whereever he wants to
2) create a WidgetEventHandler and add it to the view, which should
handle the event

The WidgetEventHandler searchs for a WidgetManager when ::handle is
called for the first time, and does the picking on every FRAME-event and
cache the result.

I don't know osgWidget for now, perhaps I am completly wrong with my
suggestions, but perhaps it helps you a little bit.


cheers,

Stephan
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[osg-users] openscenegraph.org down again

2008-10-05 Thread Stephan Huber
Hi all,

OpenSceneGraph.org seems down again (since Saturday), here's a traceroute:

traceroute to openscenegraph.org (158.42.9.11), 64 hops max, 40 byte packets
 1  10.0.1.1 (10.0.1.1)  31.132 ms  3.222 ms  2.827 ms
 2  lo1.br01.acham.de.hansenet.net (213.191.84.192)  16.628 ms  18.013
ms  16.059 ms
 3  ae1-106.cr02.weham.de.hansenet.net (62.109.117.126)  17.861 ms
21.065 ms  18.922 ms
 4  ae0-103.pr05.asham.de.hansenet.net (62.109.118.10)  19.294 ms
19.690 ms  18.073 ms
 5  amb1-hansenet-2-de.amb.seabone.net (89.221.35.21)  19.213 ms  19.282
ms  19.182 ms
 6  telia-1-amb1.amb.seabone.net (89.221.35.26)  17.878 ms  19.133 ms
18.111 ms
 7  hbg-bb2-link.telia.net (80.91.249.202)  17.954 ms  19.453 ms  17.160 ms
 8  ffm-bb2-link.telia.net (80.91.248.85)  28.177 ms
ffm-bb2-pos7-0-0.telia.net (213.248.65.121)  27.466 ms
ffm-bb2-link.telia.net (80.91.248.85)  28.014 ms
 9  prs-bb2-link.telia.net (80.91.249.47)  37.689 ms
prs-bb2-link.telia.net (80.91.248.65)  40.018 ms  37.035 ms
10  mad-b1-link.telia.net (80.91.248.131)  61.922 ms  61.086 ms  60.327 ms
11  dante-ic-125710-mad-b1.c.telia.net (213.248.81.26)  64.380 ms
72.151 ms  60.870 ms
12  NAC.XE0-1-0.EB-Valencia0.red.rediris.es (130.206.250.34)  75.218 ms
 73.263 ms  74.179 ms
13  130.206.211.155 (130.206.211.155)  67.580 ms  66.707 ms  70.245 ms
14  *^C

cheers,
Stephan
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Re: [osg-users] Mac OS X 10.5 crash in osgText

2008-09-12 Thread Stephan Huber
Hi Hartmut,

Hartmut Seichter schrieb:
> it crashes always at the same point ... see below
> 
> Is there any solution? If so will it be backported to 2.6?

looking into the source and inspecting the stack-trace I would say this
crash has nothing to do with osgText.

It seems that the implementation of GraphicsWindowCarbon::
setWindowDecorationImplementation is the culprit, it removes the opengl
context from the window surface and reattach it again. This is certainly
a no-go when another thread is trying to render stuff into that context.

I marked this behavior as a hack in the source, when I coded the
implementation but I did not find another reliable way to regain access
to the whole space oocupied by the window after removing the titlebar.

I'll try to look into this next week, hopefully there's a slot of spare
time to do it.


cheers,
Stephan


> 
> Cheers,
> Hartmut
> 
> 
> 
> 
> Process: osgviewer [1487]
> Path:/usr/local/bin/osgviewer
> Identifier:  osgviewer
> Version: ??? (???)
> Code Type:   X86 (Native)
> Parent Process:  bash [183]
> 
> Date/Time:   2008-09-11 20:53:13.980 +1200
> OS Version:  Mac OS X 10.5.4 (9E17)
> Report Version:  6
> 
> Exception Type:  EXC_BAD_ACCESS (SIGSEGV)
> Exception Codes: KERN_INVALID_ADDRESS at 0x19274010
> Crashed Thread:  2
> 
> Thread 0:
> 0   libSystem.B.dylib 0x961f84a6 mach_msg_trap + 10
> 1   libSystem.B.dylib 0x961ffc9c mach_msg + 72
> 2   com.apple.CoreGraphics0x94deab4d _CGSRemoveSurface + 133
> 3   com.apple.agl 0x94d1dc56 aglSetDrawable + 448
> 4   libosgViewer.44.dylib 0x0017a460
> osgViewer::GraphicsWindowCarbon::setWindowDecorationImplementation(bool)
> + 426
> 5   libosgViewer.44.dylib 0x00176ed0
> osgViewer::GraphicsWindow::setWindowDecoration(bool) + 38
> 6   libosgViewer.44.dylib 0x00174959
> osgViewer::WindowSizeHandler::changeWindowedResolution(osgViewer::GraphicsWindow*,
> bool) + 1039
> 7   libosgViewer.44.dylib 0x0017500c
> osgViewer::WindowSizeHandler::handle(osgGA::GUIEventAdapter const&,
> osgGA::GUIActionAdapter&) + 670
> 8   libosgViewer.44.dylib 0x00126752
> osgGA::GUIEventHandler::handle(osgGA::GUIEventAdapter const&,
> osgGA::GUIActionAdapter&, osg::Object*, osg::NodeVisitor*) + 38
> 9   libosgViewer.44.dylib 0x001192d4
> osgGA::GUIEventHandler::handleWithCheckAgainstIgnoreHandledEventsMask(osgGA::GUIEventAdapter
> const&, osgGA::GUIActionAdapter&, osg::Object*, osg::NodeVisitor*) + 120
> 10  libosgViewer.44.dylib 0x0016a27c
> osgViewer::Viewer::eventTraversal() + 4620
> 11  libosgViewer.44.dylib 0x0016eb21
> osgViewer::ViewerBase::frame(double) + 159
> 12  libosgViewer.44.dylib 0x0016ea65
> osgViewer::ViewerBase::run() + 239
> 13  libosgViewer.44.dylib 0x00161080
> osgViewer::Viewer::run() + 182
> 14  osgviewer 0x865b main + 6241
> 15  osgviewer 0x6dce start + 54
> 
> Thread 1:
> 0   libSystem.B.dylib 0x961ff68e __semwait_signal + 10
> 1   libSystem.B.dylib 0x9622a36d
> pthread_cond_wait$UNIX2003 + 73
> 2   libGLProgrammability.dylib0x93b92432 glvmDoWork + 162
> 3   libSystem.B.dylib 0x962296f5 _pthread_start + 321
> 4   libSystem.B.dylib 0x962295b2 thread_start + 34
> 
> Thread 2 Crashed:
> 0   ???   0x121ef200 0 + 304017920
> 1   GLEngine  0x00ed531a
> gleDrawArraysOrElements_ExecCore + 266
> 2   GLEngine  0x00ed6278
> gleDrawArraysOrElements_IMM_Exec + 1080
> 3   libGL.dylib   0x96ddd7f1 glDrawArrays + 113
> 4   libosgText.44.dylib   0x002b4d55
> osgText::Text::drawForegroundText(osg::State&, osgText::Text::GlyphQuads
> const&, osg::Vec4f const&) const + 527
> 5   libosgText.44.dylib   0x002b5ac0
> osgText::Text::renderOnlyForegroundText(osg::State&, osg::Vec4f const&)
> const + 118
> 6   libosgText.44.dylib   0x002b61bb
> osgText::Text::drawImplementation(osg::State&, osg::Vec4f const&) const
> + 1117
> 7   libosgText.44.dylib   0x002b68f1
> osgText::Text::drawImplementation(osg::RenderInfo&) const + 107
> 8   libosgViewer.44.dylib 0x00140e72
> osgViewer::TextDrawCallback::drawImplementation(osg::RenderInfo&,
> osg::Drawable const*) const + 548
> 9   libosgUtil.44.dylib   0x0052082e
> osg::Drawable::draw(osg::RenderInfo&) const + 412
> 10  libosgUtil.44.dylib   0x00520368
> osgUtil::RenderLeaf::render(osg::RenderInfo&, osgUtil::RenderLeaf*) + 266
> 11  libosgUtil.44.dylib   0x00516a62
> osgUtil::RenderBin::drawImplementation(osg::RenderInfo&,
> osgUtil::RenderLeaf*&) + 386
> 12  libosgUtil.44.dylib   0x005168dd
> osgUtil::RenderBin::draw(osg::RenderInfo&, osgUtil::Render

Re: [osg-users] Improvements for OSX application bundles

2008-06-22 Thread Stephan Huber
Eric Sokolowsky schrieb:
> If anyone is willing to test these changes before I make a formal
> submission, I'd appreciate it. 

the new files broke cMake 2.4, I got weird errormessages (looked like a
memory dump :), after upgrading to 2.6 the compile went fine on OS X.

cheers
Stephan
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Re: [osg-users] Please test SVN of OpenSceneGraph in pre for 2.5.3 dev release

2008-06-20 Thread Stephan Huber

Stephan Huber schrieb:
> the compile went fine, but the recent addition of the debug suffix broke
> the plugin-finding code on OS X. I think the debug suffix is not
> necessary for OS X because the products reside in different folders.

to clarify the observed problem:

xcode builds for example osgdb_osgd.so and osgviewer / osgDB::Registry
looks for osgdb_osg.so

cheers
Stephan

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Re: [osg-users] Please test SVN of OpenSceneGraph in pre for 2.5.3 dev release

2008-06-20 Thread Stephan Huber
Hi all,

Robert Osfield schrieb:

> So pretty please, could you do svn update and build across as many
> platforms that you can so we can get a clear picture of how the OSG
> code base is holding up.  Once things look fine across platforms I'll
> tag 2.5.3.

here are the first results on OS X / Leopard (XCode 3.1)

1) the XCode-project which is part of the distribution is completely
broken. The cause is the recent addition of generating config-header
from cMake, these header get not generated for the xcode project. This
is just for information purposes, because the provided XCode-projects
are deprecated. So hopefully we get framework support with cmake soon.

2) CMake results (generating xcode projects)

the compile went fine, but the recent addition of the debug suffix broke
the plugin-finding code on OS X. I think the debug suffix is not
necessary for OS X because the products reside in different folders.

I'll try the X11 build this weekend, and also the changes from Eric
Sokolowsky.

More to come :)

cheers,
Stephan




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Re: [osg-users] Changing fullscreen resolution with osg::Viewer

2008-06-15 Thread Stephan Huber
Hi Hugo,

Hugo Gomes schrieb:
> Hello, i'm new to osg, and i've been building some basic scenes to learn
> about it. Yet i haven't been able to change the screen resolution when in
> fullscreen mode. I'm using a CompositeViewer in a main class, and a Viewer
> in each scene, is there a simple way to change it without changing to SDL or
> some other lib ? What about screen refresh rate, is it also possible to
> change it using the CompositeViewer ?

check the methods of the osg::GraphicsContext::WindowingSystemInterface
struct. It provides the functionality (setScreenResolution,
setScreenRefreshRate) you requested, and it works with OS X, Win 32 and
as far as I know Linux.

HTH,
Stephan
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Re: [osg-users] Remove old wiki from Google?

2008-05-25 Thread Stephan Huber
Hi Paul,

Paul Melis schrieb:
> I don't understand why the file only disallows /data, the old wiki is
> under /osgwiki/*pmwiki*.php

Robert did not upload the new robots.txt files till yet (I have no
access to the web-server), what you are seeing is the old one.

This is the new one:

-- 8< -- snip --
User-agent: *
Disallow: /data
Disallow: /osgwiki
Disallow: /index.php?*

-- 8< -- snip --

cheers,
Stephan
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Re: [osg-users] Remove old wiki from Google?

2008-05-25 Thread Stephan Huber
Hi,

Robert Osfield schrieb:
> Sounds like a reasonable thing to do i.e. stop google bots from
> indexing the old wiki.  I'd be happy for others to go chase this one
> as my inbox is chock full of other tasks.

I submitted a modified robots.txt to osg-submission. Hopefully this will
remove the old wiki from the google-index (and from other search-engines)

cheers,
Stephan
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Re: [osg-users] website has broken reference guide links

2008-05-24 Thread Stephan Huber
Paul Melis schrieb:
> The links with /pmwiki.php in them refer to the previous version of the
> OSG website (running pmwiki).
> It's unfortunate that Google still has links to those pages.
> But it's even more unfortunate that it is still online...

Is there a chance to update the robots.txt file, so all access to
/pmwiki.php gets denied? Submitting the modified robots.txt to google
will clear these old results from the google cache and prevent
reindexing them.

cheers,
Stephan
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Re: [osg-users] Building FreeType plugin on Mac OS X 10.5

2008-05-06 Thread Stephan Huber
Hi Paul,

Paul Martz schrieb:
> Hi folks -- I'm struggling with building OSG on a new Mac OS X 10.5 system.
> I'm using a command-line build, not XCode, so using ccmake and make to
> build,
>  
> My current roadblock is the FreeType library, with the following error:
>  
> ld: cycle in dylib re-exports with /usr/X11/lib/libGL.dylib
> collect2: ld returned 1 exit status
> 
> After reading about this on the wiki, I went into ccmake and changed any
> paths that used "X11R6" to use "X11" instead. (I've already changed
> CMAKE_OSX_SYSROOT to the 10.5 SDK.) However, the same error persists.
>  
> How are others building the FreeType plugin on 10.5? Is anyone using
> -dylib_file, and if so, with what params, and how are you configuring it in
> ccmake?

I discovered this issue short before 2.4 was released and I was unable
to fix the problem. In theory the issue is fixed by adding

-Wl,-dylib_file,/System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib:/System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib"

to the linker flags. I tried some cmake-options to add these params to
the linker flags with no result. But my cmake-knowledge is rather limited.


cheers,
Stephan
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Re: [osg-users] Compile Errors 2.4 Release Mac OS X

2008-05-03 Thread Stephan Huber
Daniel Larimer schrieb:
> I know how to fix it by changing a #define, but I feel that this should
> be AUTOMATIC.
> 
> What's the deal?  Surely someone else has had this problem.

use ccmake to set OSG_GLU_TESS_CALLBACK_TRIPLEDOT according to your
setup.  There are some configurations in the wild which need the
alternate setting.

hth,
Stephan
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Re: [osg-users] osgMovie problem

2008-04-30 Thread Stephan Huber
Ariel Hutterer schrieb:
> Hi:
> I use osg 2.4 and windows XP.
> Try to see a movie .
> I wrote osgmovie mymovie.mov
> I receive Message:
> "unable to read file ..."
> I has installed in my computer quicktimesdk .
> So someone can help me?
> What is the problem???

Did you compile the osg-quicktime-plugin? Use ccmake to set the include
and lib paths to your quicktime sdk and rebuild the osg-quicktime-plugin

HTH,
Stephan
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Re: [osg-users] Error building v2.3.10 with OSX 10.5 using cmake

2008-04-24 Thread Stephan Huber
Emerald Fox Software, LLC. schrieb:
> Not sure if this is the correct way to submit a bug report so please  
> let me know if I need to submit this somewhere else.
> 
> I am getting an the following error messages when I build v2.3.10  
> under OSX 10.5 using cmake.

switch the option OSG_GLU_TESS_CALLBACK_TRIPLEDOT in ccmake from OFF to
ON and try a rebuild.

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

2008-04-22 Thread Stephan Huber
Hi Robert,

Robert Osfield schrieb:

> Is this with CMake XCode build or CMake Makefile build?

this is with CMake XCode.

> Given the problems below and the ones reported under Windows with
> freetype it looks like a Wednesday release of 2.4 won't be possible.
> 
> Could you see if you can resolve the problems and we can then make
> another dev release prior to 2.4 tomorrow.

I'll try my best...

cheers,
Stephan
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Re: [osg-users] Problem with OpenSceneGraph.xcodeproj in 2.3.9 (and earlier)

2008-04-19 Thread Stephan Huber
Roger James schrieb:
> Trying to do a Clean all targets in the OpenSceneGraph Xcode project results
> in some undefined build variable errors on the target SDLdependentStuff.
> Using Get Info to examine SDLdependentStuff causes Xcode to crash. I first
> found this on 2.3.8 and have just checked a clean copy of 2.3.9 and it is
> still there.
> 
>  
> 
> Is it safe just to remove this target so the clean can complete?

I think it's safe to remove the target. As an alternative you can remove
the build-directory, this is equivalent to a clean in xcode.

The xcode-project got unstable, the new xcode-beta 3.1 crashes when
trying to open it. It's time to get a fully working CMake solution.

cheers,
Stephan
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Re: [osg-users] Create new Image

2008-04-11 Thread Stephan Huber
Vincent Bourdier schrieb:
> If x*y*3 is not the good solution, how can I compute the right size for a
> RGB image ?

please show us the complete code. The chance is high that you write out
of the bounds of your created picture. Creating osg::Images from scratch
is possible, I do this a lot in my own code.

cheers,
Stephan
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Re: [osg-users] How to load different tga files in a smoothly way like a movie

2008-04-02 Thread Stephan Huber
digitcodecpp schrieb:
> to change textures at 30 fps.
> But, when new image is load, there is a delay that prevent application to run 
> smoothly like a movie.
> I tryed it also with .jpg files, but i get the same delay when i load a new 
> texture.
> I tryed also to use osg::TextureRectangle instead osg::Texture2D, but in this 
> case i don't see the texture.
> Could anyone give me any suggest about?

Check the console if your images get scaled to POT when uploaded to the
graphics card. If that's the case, this is the main-cause of your
slowdown. Try using TextureRectangles (you'll need absolute tex-coords
for that)

Try subloading your images: create a placeholder image, attach this
placeholder image as texture to your geometry, and copy subsequent
tga-frames into this placeholder image and dirty the placeholder image.
subloading should be much faster than replacing textures.


You can get it even more faster (but difficulter to code): use a second
thread which holds a shared context, use a pool of textures which are
bound to both contexts and a corresponding pool of images, only one
texture is visibly bound to your geometry, so now you can fill in the
second thread the other textures with images and swap the textures via
an update-callback to show new uploaded frames. I hope you'll get the idea.

Or convert your images into a .mov and play it via the quicktime-plugin ;-)

hth,
Stephan

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Re: [osg-users] Quicktime plugin live streaming documentation/examples

2008-04-01 Thread Stephan Huber
Mike Greene schrieb:
> I've been using the QT plugin for sometime now with a pre-recorded movie 
> (.mov). I now want to send it live streams. Is there any 
> documentation/examples on how to do this? I use VideoLan Client to start 
> a multicast stream (udp://@2xx.xxx.xxx.xxx:1234) and can see it 
> remotely, so I know it is streaming correctly. How do I tell the plugin 
> what to look for as far as URL for the incoming stream? I tried using 
> the straight QuickTime player just to see if it would open the stream 
> and have been unsuccessful thus far in giving a correctly formed URL. I 
> glanced through the QT plugin code and saw something about a ".live" file?

The quicktime-plugin live feature is intended to grap a live-feed from a
attached usb/firewire cam. Quicktime itself can only stream
quicktime-movies via http / rtsp, but I haven't tested it with osg.

I am pretty sure, that the current quicktime plugin can't handle
streaming over the net, there's some missing functionality, and
osgDB::Registry will eat all requests to "http" and forward it to the
.net-plugin, perhaps this has changed with the occurance of the curl-plugin.

cheers,
Stephan



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Re: [osg-users] Annexing the old OpenSceneGraph/XCode directory, moving to using just CMake

2008-03-29 Thread Stephan Huber
Hi Robert,

Robert Osfield schrieb:
> Stephan could you check this directory in a place sparate from the OSG
> and then see if you have permission to modify it?  Another test would
> be to remove the local XCode directory and checkout the dprecated one
> instead.  If things work out I could remove the OpenSceneGraph/XCode
> version.

No, I have no write permission to the project file. The
permission-management of subversion is path-based not file-/folder-based.


cheers,
Stephan
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Re: [osg-users] Annexing the old OpenSceneGraph/XCode directory, moving to using just CMake

2008-03-29 Thread Stephan Huber
Robert Osfield schrieb:
>   o The hand maintained XCode projects only work for specific version
> of XCode as XCode's project forward/backwards compatibility is nothing
> short of atrocious.  I've
>  recently heard from a long time OSX users that the lastest XCode
> project files have broken the build on old OSX/XCode versions so they
> can't upgrade.
>  I consider this really bad situation to be in for those users and
> the OSG project as whole.

Do you have some more informations? To my knowledge you'll need XCode
2.4 to get OpenSceneGraph compiled. It's no problem to open "old"
project files with newer Xcode-versions.

just curious,

Stephan
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Re: [osg-users] Annexing the old OpenSceneGraph/XCode directory, moving to using just CMake

2008-03-29 Thread Stephan Huber
Robert Osfield schrieb:

> Put this all together and I think we'd have to have really good reason
> not to migrate to entirely CMake build system.  CMake does support
> XCode, and I presume that it has moved forward in its XCode support
> since this time last year so we should now be in a better position.


Does CMake support building frameworks on OS X now? IMHO this was the
missing key feature, stopping us using CMake on OS X.

I'd like to get rid of the hand crafted XCode-files as soon as possible,
 but I have to stick with them as long Cmake can't build frameworks.

I can live with an extra xcode-subversion repository holding all
necessary files which is in control of Eric and/or me, so people can use
the old xcode files, if they need to.

just my 2 cents,

Stephan
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Re: [osg-users] Settings for the GPU Challenged?

2008-03-24 Thread Stephan Huber
Robert Osfield schrieb
> Its implemented under Windows, and under Linux
aaand OS X ;)

couldn't resist, Stephan
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Re: [osg-users] building osg statically linked on Win32

2008-03-21 Thread Stephan Huber
[EMAIL PROTECTED] schrieb:
> If I generate with CMake the osg 2.2 solution, there are no build 
> configurations for  debug/release static. Do I have to transcribe the 
> settings from the 1.2 solution to 2.2 or  did I have to pay attention on more 
> things?
enable static-linking (or disables dynamic-linking, not sure the 
option's name) with ccmake and generate the solution-files. (There are 
no explicit static build configurations, the debug/release configs will 
build static libs).

Try to build the osg-libs, I got problems with multiple defined symbols 
with regard of OpenThreads in my app using the static libs of osg, if 
you encounter this, I can send you fixes for the CMake-files, and if 
they work for you we can resubmit them to osg-submission. (you are the 
first person requesting static linking of osg on windows :)

I edited the CMakescache.txt file (I don't know the exact name at the 
moment) to change to /MTd and /MT instead of /MDd and /MDd but this was 
only necessary to be compatible with other used libs on my end.

HTH,
Stephan
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Re: [osg-users] Are there any OSG's application like Ubrowser or Navi ?

2008-03-21 Thread Stephan Huber
Serge Lages schrieb:
> That's why I am currently thinking to move to WebKit, as soon as I can I'll
> investigate in this direction.
If you're on Mac OS X I can send you small hackiish example which 
incorporates a webkit-view (without interaction) as an osg::image.

drop me a line if you are interested.

cheers,
Stephan
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Re: [osg-users] osgViewer::View::setUpViewAcrossAllScreens and screen arrangement

2008-02-26 Thread Stephan Huber
Jean-Sébastien Guay schrieb:
> Assuming the same thing is possible for X and/or MacOS, would it be
> possible to expose this method in 
> osg::GraphicsContext::WindowingSystemInterface? It would then be 
> possible to get osgViewer to support screen arrangements other than a 
> basic horizontal linear setup, plus it would be nice for applications to 
> use as well :-)
I am using a similar mechanism for the OS X implementation of 
GraphicsWindow. GraphicsWindowCarbon::realize gets the delta form the 
WindowingInterface for a given screenIdentifier, so the window gets 
positioned on the right screen.

One functionality is missing right now: if you move a window from one 
screen to another, the screen-identifier gets not updated, so if you go 
fullscreen, the window gets expanded on the wrong screen.

If there's a proposal for the new method I can code the stuff for OS X.

cheers,
Stephan
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Re: [osg-users] Looking for CARBON integration example, like osgviewerMFC

2008-02-06 Thread Stephan Huber
Adrian Egli OpenSceneGraph (3D) schrieb:
> is there a carbon (safari plugin) demo / example for osg viewer 
> integration into carbon like viewer mfc 

afaik no. What are the requirements?

With the current implementation you can pass your own WindowRef and/or 
disable the registering of the EventCallbacks. See 
GraphicsWindowCarbon::WindowData. But this codepath is not well tested.

cheers,
Stephan
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Re: [osg-users] Arggh! Frustrating compiler error! OS X XCode3.0.

2008-02-03 Thread Stephan Huber
Hi Stephen,

Stephen Northcott schrieb:
> So obviously there is a build order / compilation problem for me of  
> some sort. Or I am making a silly mistake somewhere perhaps?
> Can you shed any light on why SDL, freetype or glew might cause this  
> problem, or anything I should be careful of?
Your problem is that GLEW defines GL_VERSION_2_0 without defining the  
GL_FLOAT_MAT-stuff like osg does in osg/Uniform. The #define 
GL_VERSION_2_0 in glew prevents the #define-block in osg/Uniform.

I think there are several solutions:
1) move the inclusion of glew after the inclusion of osg so that 
osg/uniform is seen first by the compiler
2) add the missing defines to glew.h from osg/Uniform
3) undefine GL_VERSION_2_0 before you include osg-headers

I would go with solution 2) and report back to the glew-crew, I think 
this is a bug of glew. It says, that it defines GL_VERSION_2_0 but does 
not define all stuff related to OpenGL 2.0.


Hope that helps,
Stephan




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Re: [osg-users] Please test SVN of OpenSceneGraph and VirtualPlanetBuilder in prep for dev releases

2008-01-29 Thread Stephan Huber
Hi Robert,

Robert Osfield schrieb:
> Pretty please, could users do an svn update on OpenSceneGraph and
> VirtualPlanetBuilder and let me know how the build goes.  
Fine on OS X 10.5, (I built the XCode-project with 10.4u and 10.5 sdk, 
no problems so far. ) I have some minor tweaks for GraphicsWindowCarbon, 
but this can wait.

Now I am building osg with cmake.

I wish you a nice holiday!

cheers,
Stephan
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Re: [osg-users] Arggh! Frustrating compiler error! OS X XCode3.0.

2008-01-27 Thread Stephan Huber
Hi Stephen,

I am a bit perplexed...

Stephen Northcott schrieb:
> Thank you so much for doing that.. OSG Compiles fine now.
> (I limited it to 10.5SDK for Intel for simplicity right now)
>
> Just thought you'd like to know that I get the following errors, which  
> I have dealt with by commenting files I don't need out..
>
> osgSim/OpenFlightOptimizer is not found.
>
> And I get some OpenGL errors for osg/Uniform.
> Basically GL_FLOAT_MAT2x3 is not 'declared in this scope', and it's 6  
> brothers and sisters.
>
> I noticed that in Uniform these defines are under a TODO: heading, so  
> you may be aware of that.
>   
I did not get any of your errors, osgSim/OpenFlightOptimizer is not part 
of the xcode-project anymore, and the #GL-defines are defined in 
osg/GLExtensions. I get some warnings about unused local variables and 
wrong initialization order, that's all.

I added the offending lines of your example to the osggeometry-example, 
and it builds and links fine on my end, both for 10.4u and 10.5-sdk.

It looks like you are not using an uptodate source, or refererencing old 
versions of the osg-frameworks, perhaps some old frameworks are lurking 
around in /Library/Frameworks or ~/Library/Frameworks.

Both mentioned errors are fixed in current svn. So please check again 
your source-tree if it's current  and if there are any modified files. 
Please remove 
OpenSceneGraph/Xcode/OpenSceneGraph/OpenSceneGraph.xcodeproj and do a 
svn update to get a clean and fresh xcode-project and try again.


good luck :)

stephan

 

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Re: [osg-users] Arggh! Frustrating compiler error! OS X XCode3.0.

2008-01-26 Thread Stephan Huber
Stephen Northcott schrieb:
> Thanks for the suggestions...
>
> Tried both, but on 10.4u I get the same problem.
>
> And the latest svn is unbuildable for me. Lots of errors that I don't  
> really want to or know where to start trying to fix.
>   
I did a fresh checkout and adjusted the XCode project, so osg compiles 
fine. ( I checked in back the modified Xcode-project, so do an update)
> Do you know where I can get a version that has had those issues fixed?
For my projects I am using Rev. 7799 of OpenSceneGraph on Max OS X + 
XCode 3.0 and Windows Vista + Visual Studio 2005.

I've built OpenSceneGraph with the provided XCode project, I had to 
adjust some details (switching back to 10.4u sdk, set the deployment 
target to 10.4, ...). For now, I can't use CMake on OS Xbecause Cmake 
can't create (private) frameworks.

One note: Be sure, that all your targets have the same sdk-settings, so 
build the osg-frameworsk AND your apps with 10.4u SDK or 10.5 SDK, you 
can't mix them, because of a binary incompatibility introduced with 10.5 
+ OpenGL. See the posts from E.Wing for more details.

hope that helps,

Stephan


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Re: [osg-users] Arggh! Frustrating compiler error! OS X XCode3.0.

2008-01-26 Thread Stephan Huber
Stephen Northcott schrieb:
> Am I missing something blindingly obvious, or has anyone seen this  
> before!

Just an idea:
What sdk are you using? There were some problems when using the 10.5 
sdk, these has been fixed in svn. Or try switching to the 10.4u sdk if 
you don't want to upgrade.

HTH,
Stephan
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Re: [osg-users] Compressed textures on MacOS X 10.4/nvidia

2008-01-22 Thread Stephan Huber

Ulrich Hertlein schrieb:

I've noticed a problem using ARB compressed textures on a MacBook Pro with MacOS
X 10.4.11.
works here on leopard (10.5.1) with osg 2.1.x on a MacBookPro, I 
attached a screenshot.


HTH,
Stephan
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Re: [osg-users] Animating images

2008-01-18 Thread Stephan Huber
Brian schrieb:
> Is there a faster alternative than using osg::Image::setImage?  Or is there a 
> way that I can directly use HDC that the Flash control renders with OSG?

try using PixelBufferObjects this will increase performance when 
uploading the image to the gpu.
 From my head: image->setPixelBufferObject(new 
osg::PixelBufferObject(image));

Is your image power-or-two? You mentioned Texture2D, perhaps 
TextureRectangleRect is better suited.

Perhaps you can render directly into the image's data. When rendering 
quicktime-movies I set up the movie's context to the image's data, no 
need to copy the current frame from one buffer to another. and then 
upload it to the GPU:


Hope that helps,

Stephan
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Re: [osg-users] Questions about vertex and index arrays for geometry

2007-10-27 Thread Stephan Huber
Hi,

Andreas Goebel schrieb:
> There is still a problem: How do I tell osg::Geometry that one of the
> arrays size has chaged? It does work, of course, if I do a
> setVertexArray
> again, but if I want it to stay the same vertexArray, is there a way to 
> tell the geometry that its size has changed?
>
> In other words: I would need a function like "setVertexArraySizeDirty" .
I update the count of the corresponding primitiveSet:

osg::DrawArrays* da = 
dynamic_cast(geo->getPrimitiveSet(0));
if (da) da->setCount(vertices->size());

or something similar...

HTH,
Stephan
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Re: [osg-users] Build Errors Mac OSX

2007-10-09 Thread Stephan Huber
Hi,
Marcus Fritzen schrieb:
>> Have you added the frameworks to your project? They should reside in
>> /Library/FrameWorks. Drop them into your project and rebuild.
>> 
> Yes they are in this folder. What do you mean with drop them into  
> your project? I am really new to Mac and Xcode :(
>   
The online-help is perhaps a first ressource for further questions 
regarding basic Xcode usage ;)
Open your xcode-project, go to the "Project-menu" and choose "Add to 
project", navigate to the osg-frameworks and add them to your projects. 
That should do the trick.

> Thank, I dowloaded them and copied them to Library/.../Applications  
> like mentioned in the video, but the template does not appear when I  
> try to start a new project :(
I don't know what went wrong, but you can open the project in xcode and 
save it as your own.

HTH,
Stephan
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Re: [osg-users] COMPILATION ERROR : win32

2007-10-03 Thread Stephan Huber
Adrian Egli schrieb:
> Sorry, i don't understand the problem i have.
> I removed the whole OSG subversion, check out for a new time, cmake -G 
> Xcode -i . , cmake . , open OpenSceneGraph.xcodeproj, ...
> rebuild and still the same bug. then i tried to find how i can set the 
> compiler settings, don't unterstand where. then i updated Xcode
> version 2.4.1, no change. ...
>
Ah, here lies the source of confusion: you are using xcode-projects 
generated from cmake, and not the xcode-projects provided by osg and 
which are part of the repository.
So if we can fix the error in the cmake-files you should get correct 
xcode-project files generated by cmake.


I am applying the changes to the xcode-projects suggested by Robert 
right now, but it takes some time to get everything recompiled. Perhaps 
we can get rif of the warnign which I reported previously.

cheers,
Stephan
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Re: [osg-users] COMPILATION ERROR : win32

2007-10-03 Thread Stephan Huber
Adrian Egli schrieb:
> I am using XCode 2.4.1
>
are you using a ppc-based mac? I've seen theses kinds of inconsistency 
when using gcc on a ppc-platform -- it reported errors which didn't show 
up on an intel platform.

cheers,
Stephan
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Re: [osg-users] OpenSceneGraph-2.1.14 dev version released

2007-10-03 Thread Stephan Huber
Robert Osfield schrieb:
> There is also a reported compile error under XCode build.  This one is
> excruciatingly frustratingly for me as I've have spent lots of hours
> trying to find a workable solution and made many calls for testing
> from XCode users and their silence led me to assume that things were
> fine.  Lack of testing this week by XCode users has wasted a lot of
> mine and others time.

I did not see any compile errors on OS X / XCode this week.

I did compile rev. 7543 successfully w/o errors on Mac / XCode.
I am compiling rev. 7546 now and everything seems fine. Besides a lot of 
*warnings*, the compile went smooth:

/Users/stephan/Desktop/cefixUpdateToOsg20/3rdParty/OpenSceneGraph/Xcode/OpenSceneGraph/../../src/osgPlugins/lwo/Tessellator.cpp:49:
 
warning: invalid conversion from 'void (*)()' to 'GLvoid (*)(...)'
/Users/stephan/Desktop/cefixUpdateToOsg20/3rdParty/OpenSceneGraph/Xcode/OpenSceneGraph/../../src/osgPlugins/lwo/Tessellator.cpp:49:
 
warning:   initializing argument 3 of 'void 
gluTessCallback(GLUtesselator*, GLenum, GLvoid (*)(...))'
/Users/stephan/Desktop/cefixUpdateToOsg20/3rdParty/OpenSceneGraph/Xcode/OpenSceneGraph/../../src/osgPlugins/lwo/Tessellator.cpp:50:
 
warning: invalid conversion from 'void (*)()' to 'GLvoid (*)(...)'
/Users/stephan/Desktop/cefixUpdateToOsg20/3rdParty/OpenSceneGraph/Xcode/OpenSceneGraph/../../src/osgPlugins/lwo/Tessellator.cpp:50:
 
warning:   initializing argument 3 of 'void 
gluTessCallback(GLUtesselator*, GLenum, GLvoid (*)(...))'
/Users/stephan/Desktop/cefixUpdateToOsg20/3rdParty/OpenSceneGraph/Xcode/OpenSceneGraph/../../src/osgPlugins/lwo/Tessellator.cpp:51:
 
warning: invalid conversion from 'void (*)()' to 'GLvoid (*)(...)'
/Users/stephan/Desktop/cefixUpdateToOsg20/3rdParty/OpenSceneGraph/Xcode/OpenSceneGraph/../../src/osgPlugins/lwo/Tessellator.cpp:51:
 
warning:   initializing argument 3 of 'void 
gluTessCallback(GLUtesselator*, GLenum, GLvoid (*)(...))'
/Users/stephan/Desktop/cefixUpdateToOsg20/3rdParty/OpenSceneGraph/Xcode/OpenSceneGraph/../../src/osgPlugins/lwo/Tessellator.cpp:52:
 
warning: invalid conversion from 'void (*)()' to 'GLvoid (*)(...)'
/Users/stephan/Desktop/cefixUpdateToOsg20/3rdParty/OpenSceneGraph/Xcode/OpenSceneGraph/../../src/osgPlugins/lwo/Tessellator.cpp:52:
 
warning:   initializing argument 3 of 'void 
gluTessCallback(GLUtesselator*, GLenum, GLvoid (*)(...))'



cheers,
Stephan

 

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Re: [osg-users] Producer on Mac

2007-09-05 Thread Stephan Huber
Eric Sokolowsky schrieb:
> Eric Wing and other OSX experts,
>
> I used Xcode to compile OSG for my OSG 1.2 application that uses 
> osgProducer::Viewer. I just used the regular Producer.framework to 
> create my application. Is this the best solution, or should I be using 
> the Producer_X11.framework or Producer_AGL.framework? What are the 
> differences? I'm not yet ready to move up to the latest OSG.

i am not sure what implementation  the "standard" framework use, I think 
it's agl. I prefer the agl-framework, it works here very reliable.

The main difference between the x11 and the agl-framework is: for the 
x11-framework you'll have to start the x11 windowmanager, the 
agl-framework works out of the box.

There are perhaps some inconsistencies in handling keyboard-input, I did 
not update my producer-version to the latest version, there was some new 
code added, which broke keyboard input for international layouts and 
umlauts, etc.

the agl-framework has some issues with switching from fullscreen to 
windowed mode and vice versa. Some geometries may be not drawn. This is 
because the agl implementation works with two contexts, one for the 
windowed mode and one for the fullscreen mode. This is problematic with 
client states and the lazy-state-mechanism of osg (a particular client 
state is enabled for context one, after switching to context two, this 
state is not enabled again) If you reset osg's state it'll work fine and 
without problems.

I think the x11-implementation is the same as on linux, you'll need the 
x11-window-server, though ...

cheers,
Stephan
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Re: [osg-users] unknown Quicktime SDK error...

2007-08-02 Thread Stephan Huber
alessandro terenzi schrieb:
> I wanted to test my osg application on another pc... so I moved every 
> required dll on the other machine... in my application I use to play 
> movies using quicktime plugin but at the beginning of the application 
> I get the following error code from Quicktime SDK: -2002
>  
> I found out that -2002 corrensponds to "badPublicMovieAtom" ... 
> actually the application seems to run without problems, but I wonder 
> what that error means, does anybody know it?
Did you install quicktime on the other pc? What version did you install? 
Did you try to play one of your movies with the regular quicktime-player?


Stephan
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[osg-users] Bug: crash of osgcamera when enabling stats and the first window was closed

2007-07-27 Thread Stephan Huber
Hi Robert,

and here's the next bug report ;-) (use my modified osgcamera example again)

1. close the left window
2. press 's' -- boom, the app crashed:

here's the stack-trace:
 >osgd.dll!osg::State::getContextID()  Zeile 117 + 0x11 BytesC++
 
osgViewerd.dll!osgViewer::StatsHandler::setUpScene(osgViewer::Viewer * 
viewer=0x00dafde0)  Zeile 498 + 0x34 BytesC++
 osgViewerd.dll!osgViewer::StatsHandler::handle(const 
osgGA::GUIEventAdapter & ea={...}, osgGA::GUIActionAdapter & aa={...})  
Zeile 64C++
 osgGAd.dll!osgGA::GUIEventHandler::handle(const 
osgGA::GUIEventAdapter & ea={...}, osgGA::GUIActionAdapter & aa={...}, 
osg::Object * __formal=0x, osg::Object * __formal=0x)  
Zeile 66 + 0x26 BytesC++
 osgViewerd.dll!osgViewer::Viewer::eventTraversal()  Zeile 2126 + 
0x5d BytesC++
 osgViewerd.dll!osgViewer::Viewer::frame(double 
simulationTime=1.7976931348623157e+308)  Zeile 1815 + 0xf BytesC++
 osgcamerad.exe!main(int argc=2, char * * argv=0x021a7e40)  Zeile 
274 + 0x1a BytesC++
 osgcamerad.exe!__tmainCRTStartup()  Zeile 586 + 0x19 BytesC
 osgcamerad.exe!mainCRTStartup()  Zeile 403C
 kernel32.dll!7c816fd7()
 [Unten angegebene Rahmen sind möglicherweise nicht korrekt und/oder 
fehlen, keine Symbole geladen für kernel32.dll]   

current osg from svn, Win32, crashes for all threading modes.

cheers,
Stephan

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[osg-users] Bug: hang when closing all windows except the last opened (Mac OS X / Win 32 / SingleThreaded)

2007-07-27 Thread Stephan Huber
Hi Robert,

I tried to prepare the mail regarding the threading issues on Mac OS X 
and I found a possible new bug: (use the modified osgcamera-example from 
my previous mail) The modified example opens two windows on the 1st screen.

If I close the left window first, the rendering stops in the right 
window. If I close the right window first, the rendering continues in 
the left window. It seems that the context of the right window got 
invalidated somehow, because if I resize the right window I get 
pixel-garbage.

If I create more windows and close all windows except the very right 
one, the rendering stops again. So I booted Windows, did a svn update 
and tested it on windows. It hangs/stops rendering also, but with many 
open-gl-error-msgs in the console (invalid operation after xyz).

This bug shows up only in SingleThreaded-Mode: osgcamera -2 -s cow.osg

cheers,

Stephan







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Re: [osg-users] qt plugin problems?

2007-07-24 Thread Stephan Huber
alessandro terenzi schrieb:
> Hi,
> I tried to load movies with the qt plugin, but I got some problems, 
> actually using the osgmovie example I got the generic error "Unable to 
> read file "
I have no experience witth osgmovie and windows, but I could play movies 
after adding the following line to osgmovie.cpp:

osgDB::Registry::instance()->loadLibrary("osgdb_qtd.dll");

After adding that line, osgmovie works fine. I checked also the svn-log 
and there were no "big" changes to the quicktime-plugin. What version of 
quicktime do you use? And what media types do you try to play?


HTH,
Stephan
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