Re: [osg-users] OSG 2.9.10 on iOS

2011-11-29 Thread Robert Osfield
Hi Büsra,

2011/11/22 Büsra Gülten busragul...@hotmail.de:
 I really need some information about CMake variables.
 Could you please give me any advice?

These CMake variables change the build of the OSG so that it does or
doesn't use any of the traditional OpenGL fixed function pipeline,
this also applies to shaders.  You'll see places where these variables
are use within the OSG source code, in particular in src/osg/*.cpp.

Robert.
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Re: [osg-users] OSG 2.9.10 on iOS

2011-11-22 Thread Büsra Gülten
I really need some information about CMake variables. 
Could you please give me any advice?

Thank you...
Büsra

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Re: [osg-users] OSG 2.9.10 on iOS

2011-11-18 Thread Büsra Gülten
Hi,

I have a question about the CMake variables for iOS Porting. I know that they 
configure the use of OpenGL ES. But I would like to get more information about 
each variable.


 
 -D OSG_BUILD_PLATFORM_IPHONE_SIMULATOR:BOOL=ON \
 -D BUILD_OSG_APPLICATIONS:BOOL=OFF \
 -D OSG_BUILD_FRAMEWORKS:BOOL=OFF \
 -D OSG_WINDOWING_SYSTEM:STRING=IOS \
 -D CMAKE_OSX_ARCHITECTURES:STRING=i386 \
 -D OSG_GL1_AVAILABLE:BOOL=OFF \
 -D OSG_GL2_AVAILABLE:BOOL=OFF \
 -D OSG_GLES1_AVAILABLE:BOOL=ON \
 -D OSG_GL_DISPLAYLISTS_AVAILABLE:BOOL=OFF \
 -D OSG_GL_FIXED_FUNCTION_AVAILABLE:BOOL=ON \
 -D OSG_GL_LIBRARY_STATIC:BOOL=OFF \
 -D OSG_GL_MATRICES_AVAILABLE:BOOL=ON \
 -D OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE:BOOL=ON \
 -D OSG_GL_VERTEX_FUNCS_AVAILABLE:BOOL=OFF \
 -D DYNAMIC_OPENSCENEGRAPH:BOOL=OFF \
 -D DYNAMIC_OPENTHREADS:BOOL=OFF .. 
 


I can imagine which function some variables have but I am not sure. Where can I 
get more information?

Thank you!
Büsra

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Re: [osg-users] OSG 2.9.10 on iOS

2011-06-09 Thread Büsra Gülten
Hi,

Any advice is really appreciated. It´s a bit urgent. 

Thank you!

Cheers,
Büsra

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Re: [osg-users] OSG 2.9.10 on iOS

2011-06-09 Thread Stephan Huber
Hi,

Am 08.06.11 16:17, schrieb Büsra Gülten:
 I thougt, that when I start Xcode and go to File - New Project… and choose 
 IOS - Application in the drawer, there will appear OSG Application.
 But it isn´t so. Was my thougth false or what should I do in order that it 
 appear?

osg does not provide xcode project template files. You'll have to create
your projects by hand and add header search paths and necessaey libs.

cheers,
Stephan
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Re: [osg-users] OSG 2.9.10 on iOS

2011-06-08 Thread Büsra Gülten
Hi, 

I thougt, that when I start Xcode and go to File - New Project… and choose IOS 
- Application in the drawer, there will appear OSG Application.
But it isn´t so. Was my thougth false or what should I do in order that it 
appear?

Because I want to create a new OSG-Project like the project in github. I have 
to load/open a collada-file. And the github-project doesn´t support 
collada-plugin.

Can you please give me advice, what I have to do?
Thank you!

Cheers,
Büsra

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Re: [osg-users] OSG 2.9.10 on iOS

2011-05-26 Thread Büsra Gülten
Hi, 

thank you, Stephan. 

I have to mention that I reinstalled Xcode 4.0.2 and removed Xcode 3.2.6. Then 
I generated a Xcode-Project with CMake 2.8.4, and now I get bugs like this one, 
again. 
In the target osgdb_qt: 


 Movies.h: CoreAudio/CoreAudio.h: No such file or directory (several times)
 ImageCompression.h: OpenGL/OpenGL.h: No such file or directory (several times)
  QuartzCore/CoreVideo.h: No such file or 
 directory (several times)
 and also errors that depends on these errors.


I´ve attached the CMakeCache.txt and I don´t know, what to do. Any help is 
appreciated.

I wanted to create an iphone-specific Xcode-project-file, because on the one 
hand Stephan has recommend that and on the other hand the project on github.com 
doesn´t include collada-Plugin.But I need this plugin. 

I already downloaded the collada-dom-2.3 and tried to install, but 
unfortunately without success. 

 /usr/bin/../libexec/gcc/darwin/x86_64/as for architecture x86_64
 /usr/bin/../libexec/gcc/darwin/i386/as for architecture i386
 lipo: can't open input file: 
 /var/folders/05/05EvlzYZHJiS-GGPxKsDck+++TU/-Tmp-//ccQXb6gI.out (No such file 
 or directory)
 make[1]: *** [build/mac-1.4/obj/ioapi.o] Error 1
 make: *** [all] Error 2


I´m sorry that I ask many questions but I want really to build OSG on 
iPhoneSimulator or Device. 
Thank you!

Cheers,
Büsra

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Re: [osg-users] OSG 2.9.10 on iOS

2011-05-26 Thread Stephan Maximilian Huber
Hi Büsra,

can you test the attached CMakeModules on your end? They disable the
QtKit-plugin and the Quicktime-plugin for Iphone(dev+sim). Place them in
the folder CMakeModules. Don't forget to reconfigure your project in cmake.

cheers,
Stephan


Am 26.05.11 11:54, schrieb Büsra Gülten:
 Hi, 
 
 thank you, Stephan. 
 
 I have to mention that I reinstalled Xcode 4.0.2 and removed Xcode 3.2.6. 
 Then I generated a Xcode-Project with CMake 2.8.4, and now I get bugs like 
 this one, again. 
 In the target osgdb_qt: 
 
 
 Movies.h: CoreAudio/CoreAudio.h: No such file or directory (several times)
 ImageCompression.h: OpenGL/OpenGL.h: No such file or directory (several 
 times)
  QuartzCore/CoreVideo.h: No such file or 
 directory (several times)
 and also errors that depends on these errors.
 
 
 I´ve attached the CMakeCache.txt and I don´t know, what to do. Any help is 
 appreciated.
 
 I wanted to create an iphone-specific Xcode-project-file, because on the one 
 hand Stephan has recommend that and on the other hand the project on 
 github.com doesn´t include collada-Plugin.But I need this plugin. 
 
 I already downloaded the collada-dom-2.3 and tried to install, but 
 unfortunately without success. 
 
 /usr/bin/../libexec/gcc/darwin/x86_64/as for architecture x86_64
 /usr/bin/../libexec/gcc/darwin/i386/as for architecture i386
 lipo: can't open input file: 
 /var/folders/05/05EvlzYZHJiS-GGPxKsDck+++TU/-Tmp-//ccQXb6gI.out (No such 
 file or directory)
 make[1]: *** [build/mac-1.4/obj/ioapi.o] Error 1
 make: *** [all] Error 2
 
 
 I´m sorry that I ask many questions but I want really to build OSG on 
 iPhoneSimulator or Device. 
 Thank you!
 
 Cheers,
 Büsra
 
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# Locate QuickTime
# This module defines
# QUICKTIME_LIBRARY
# QUICKTIME_FOUND, if false, do not try to link to gdal 
# QUICKTIME_INCLUDE_DIR, where to find the headers
#
# $QUICKTIME_DIR is an environment variable that would
# correspond to the ./configure --prefix=$QUICKTIME_DIR
#
# Created by Eric Wing. 

# QuickTime on OS X looks different than QuickTime for Windows,
# so I am going to case the two.

IF(APPLE)
  FIND_PATH(QUICKTIME_INCLUDE_DIR QuickTime/QuickTime.h)
  FIND_LIBRARY(QUICKTIME_LIBRARY QuickTime)
ELSE()
  FIND_PATH(QUICKTIME_INCLUDE_DIR QuickTime.h
$ENV{QUICKTIME_DIR}/include
$ENV{QUICKTIME_DIR}
NO_DEFAULT_PATH
  )
  FIND_PATH(QUICKTIME_INCLUDE_DIR QuickTime.h
PATHS ${CMAKE_PREFIX_PATH} # Unofficial: We are proposing this.
NO_DEFAULT_PATH
PATH_SUFFIXES include
  )
  FIND_PATH(QUICKTIME_INCLUDE_DIR QuickTime.h)

  FIND_LIBRARY(QUICKTIME_LIBRARY QuickTime
$ENV{QUICKTIME_DIR}/lib
$ENV{QUICKTIME_DIR}
NO_DEFAULT_PATH
  )
  FIND_LIBRARY(QUICKTIME_LIBRARY QuickTime
PATHS ${CMAKE_PREFIX_PATH} # Unofficial: We are proposing this.
NO_DEFAULT_PATH
PATH_SUFFIXES lib64 lib
  )
  FIND_LIBRARY(QUICKTIME_LIBRARY QuickTime)
ENDIF()


SET(QUICKTIME_FOUND NO)
IF(QUICKTIME_LIBRARY AND QUICKTIME_INCLUDE_DIR)
  SET(QUICKTIME_FOUND YES)
ENDIF()

IF(OSG_BUILD_PLATFORM_IPHONE OR OSG_BUILD_PLATFORM_IPHONE_SIMULATOR)
SET(QUICKTIME_FOUND NO)
ENDIF()

IF(APPLE)
#Quicktime is not supported under 64bit OSX build so we need to detect it 
and disable it.
#First check to see if we are running with a native 64-bit compiler (10.6 
default) and implicit arch
IF(NOT CMAKE_OSX_ARCHITECTURES AND CMAKE_SIZEOF_VOID_P EQUAL 8)
SET(QUICKTIME_FOUND NO)
ELSE()
#Otherwise check to see if 64-bit is explicitly called for.
LIST(FIND CMAKE_OSX_ARCHITECTURES x86_64 has64Compile)
IF(NOT has64Compile EQUAL -1)
SET(QUICKTIME_FOUND NO)
ENDIF()
ENDIF()
ENDIF()
# Locate Apple QTKit (next-generation QuickTime)
# This module defines
# QTKIT_LIBRARY
# QTKIT_FOUND, if false, do not try to link to gdal 
# QTKIT_INCLUDE_DIR, where to find the headers
#
# $QTKIT_DIR is an environment variable that would
# correspond to the ./configure --prefix=$QTKIT_DIR
#
# Created by Eric Wing. 

# QTKit on OS X looks different than QTKit for Windows,
# so I am going to case the two.

IF(APPLE)
  FIND_PATH(QTKIT_INCLUDE_DIR QTKit/QTKit.h)
  FIND_LIBRARY(QTKIT_LIBRARY QTKit)
ENDIF()


SET(QTKIT_FOUND NO)
IF(QTKIT_LIBRARY AND QTKIT_INCLUDE_DIR)
  SET(QTKIT_FOUND YES)
ENDIF()

IF(OSG_BUILD_PLATFORM_IPHONE OR OSG_BUILD_PLATFORM_IPHONE_SIMULATOR)
SET(QTKIT_FOUND NO)
ENDIF()

IF(APPLE)
# Technically QTKit is 64-bit capable, but the QTKit plug-in currently uses
# a few 32-bit only APIs to bridge QTKit and Core Video.
# As such, the plugin won't compile for 64-bit until Apple 

Re: [osg-users] OSG 2.9.10 on iOS

2011-05-26 Thread Büsra Gülten
Thank you Stephan again, but 


 The Extension 'cmake' was deactivated by an board admin, therefore this 
 Attachment is not displayed.


Cheers,
Büsra

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Re: [osg-users] OSG 2.9.10 on iOS

2011-05-26 Thread Büsra Gülten
Thank you so much Stephan, it works now :)

Also thanks a lot to Ulrich for your help. 

Cheers,
Büsra

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Re: [osg-users] OSG 2.9.10 on iOS

2011-05-19 Thread Stephan Maximilian Huber
Hi,

Am 19.05.11 06:52, schrieb Büsra Gülten:
 But the error 
 
 target specifies product type 'com.apple.product-type.tool', but there´s no 
 such product type for the 'iphonesimulator' platform.
 
 is still existing in my own Project in Xcode 3.2.6. Could you please look at 
 my CMakeCache.txt in attached file?

disable the building of examples via BUILD_OSG_EXAMPLES:BOOL=OFF

HTH,
Stephan
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Re: [osg-users] OSG 2.9.10 on iOS

2011-05-18 Thread Büsra Gülten
Hi Stephan,

thank you for your advice and support in https://github.com/stmh/osg. I could 
build the examples :)

But the error 

 target specifies product type 'com.apple.product-type.tool', but there´s no 
 such product type for the 'iphonesimulator' platform.

is still existing in my own Project in Xcode 3.2.6. Could you please look at my 
CMakeCache.txt in attached file?

Thank you!

Cheers,
Büsra

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Re: [osg-users] OSG 2.9.10 on iOS

2011-05-16 Thread Büsra Gülten
Hi Ulrich,

thank you very much for your reply.


 I've never encountered that error message before, could you paste your cmake 
 configuration
 command line?

CMake Configurations are setting as your suggestions. 
Additional I set the correct path for OpenGLES and CURL-Library. 
I also set the CMake-Parameter CMAKE_OSX_SYSROOT in the CMakeLists.txt to 
iPhoneSimulator4.3.sdk, because I couldn´t change it in CMake-GUI.


 What version of Xcode/iOS SDK are you using?
 

I have both Xcode 4.0.2 and 3.2.6. But I am trying to build OSG in Xcode 3.2.5 
with iPhoneSimulator4.3.sdk. Because Xcode 4.0.2 shows me other errors like 
curl.h: No such file or directory, although the libraries are setting right. 

Please advise. Any help is appreciated.


Thank you!

Cheers,
Büsra

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Re: [osg-users] OSG 2.9.10 on iOS

2011-05-16 Thread Stephan Maximilian Huber
Hi,
Am 16.05.11 13:17, schrieb Büsra Gülten:
 I have both Xcode 4.0.2 and 3.2.6. But I am trying to build OSG in Xcode 
 3.2.5 with iPhoneSimulator4.3.sdk. Because Xcode 4.0.2 shows me other errors 
 like curl.h: No such file or directory, although the libraries are setting 
 right. 

 Please advise. Any help is appreciated.

As mentioned in the Readme, the current Cmake-configuration can't create
valid build-configurations for the example-apps and I think this is the
error you get. Just deselect BUILD_OSG_APPLICATIONS in cMake and
rebuild. This should get you a set of static-libs and plugins.

Then you can create a new xcode-project, reference the xcode headers and
libs and start testing.

The cMake-path for IOS is rough and error-prone, as there are some bugs
in cMake and inabilities, (like creating a xcode-project usable for
simulator AND device), this prevents a smooth user-experience.

I am still maintaining the hand-crafted xcode-project on
https://github.com/stmh/osg (use the iphone-branch), it can build libs
for device and simulator has a simple working example, and you can
include it into your own xcode-projects as sub-project. It doesn't build
all plugins though, only obj, ive, osg and imageio.

cheers,
Stephan
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Re: [osg-users] OSG 2.9.10 on iOS

2011-05-15 Thread Büsra Gülten
Hi,

after debugging , I finally get only this error: 


 target specifies product type 'com.apple.product-type.tool', but there´s no 
 such product type for the 'iphonesimulator' platform. 


Does it mean, that OSG isn´t available for iPhoneSimulator?What can/should I 
do? 

Thank you!

Cheers,
Büsra

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Re: [osg-users] OSG 2.9.10 on iOS

2011-05-15 Thread Ulrich Hertlein
Hi Büsra,

On 16/05/11 9:01 , Büsra Gülten wrote:
 after debugging , I finally get only this error:
 
 target specifies product type 'com.apple.product-type.tool', but there´s no 
 such
 product type for the 'iphonesimulator' platform.
 
 Does it mean, that OSG isn´t available for iPhoneSimulator?What can/should I 
 do?

OSG certainly runs in the simulator (I have yet to run it on the actual device 
;-)

I've never encountered that error message before, could you paste your cmake 
configuration
command line?  What version of Xcode/iOS SDK are you using?

Cheers,
/ulrich
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Re: [osg-users] OSG 2.9.10 on iOS

2011-05-10 Thread Ulrich Hertlein
On 10/05/11 15:34 , Büsra Gülten wrote:
 I am new to OSG and I am trying to build OSG 2.9.13 on iPhoneSimulator. I 
 generate a
 Xcode Project with Cmake. And when I want to build the ALL BUILD-Target in 
 Xcode, I
 get several times this error:
 
 -mmacosx-version-min not allowed with -miphoneos-version-min
 
 I already set the CMake Variables as Stephans suggestions. But I still get 
 the same
 error. Can you please help me?

Stephans instructions in the README.txt are for the actual device, not the 
simulator.

When building for the simulator some of the variables need to be changed, namely
-D OSG_BUILD_PLATFORM_IPHONE_SIMULATOR:BOOL=ON
-D CMAKE_OSX_ARCHITECTURE:STRING=i386

Do not set CMAKE_CXX_FLAGS:STRING, the cmake default should be fine.

(Having a single OSG_BUILD_TARGET=NATIVE|IOS_DEVICE|IOS_SIMULATOR|ANDROID would 
sure be
nice...)

Hope this helps,
/ulrich
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Re: [osg-users] OSG 2.9.10 on iOS

2011-05-10 Thread Büsra Gülten
Hi Ulrich,

thank you very much for your help. OpenThread build succeeded. 

But unfortunately other errors appear in osg-Target. And Xcode crashes because 
there are too many errors. 
Although in CMake-GUI the Variables are right, it seems like, that the project 
cannot find OpenGL-Framework. 

I get these errors in many targets: 


 OpenGL/gl.h: No such file or directory
 ISO C++ forbids declaration of 'type name' with no type.


And another question: Are these CMake Variables relevant to iPhoneSimulator:

-D OSG_WINDOWING_SYSTEM:STRING=IOS \
-D OSG_GL1_AVAILABLE:BOOL=OFF \
-D OSG_GL2_AVAILABLE:BOOL=OFF \
-D OSG_GLES1_AVAILABLE:BOOL=ON \
-D OSG_GL_DISPLAYLISTS_AVAILABLE:BOOL=OFF \
-D OSG_GL_FIXED_FUNCTION_AVAILABLE:BOOL=ON \
-D OSG_GL_LIBRARY_STATIC:BOOL=OFF \
-D OSG_GL_MATRICES_AVAILABLE:BOOL=ON \
-D OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE:BOOL=ON \
-D OSG_GL_VERTEX_FUNCS_AVAILABLE:BOOL=OFF \
-D DYNAMIC_OPENSCENEGRAPH:BOOL=OFF \
-D DYNAMIC_OPENTHREADS:BOOL=OFF .

Thank you!

Cheers,
Büsra

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Re: [osg-users] OSG 2.9.10 on iOS

2011-05-10 Thread Ulrich Hertlein
Hi Büsra,

On 11/05/11 0:26 , Büsra Gülten wrote:
 thank you very much for your help. OpenThread build succeeded. 
 
 But unfortunately other errors appear in osg-Target. And Xcode crashes 
 because there are too many errors. 
 Although in CMake-GUI the Variables are right, it seems like, that the 
 project cannot find OpenGL-Framework. 
 
 I get these errors in many targets: 
 
 OpenGL/gl.h: No such file or directory
 ISO C++ forbids declaration of 'type name' with no type.

This looks to me like it's using the native OS X OpenGL rather than the iPhone 
simulator SDK.

 And another question: Are these CMake Variables relevant to iPhoneSimulator:
 
 -D OSG_WINDOWING_SYSTEM:STRING=IOS \
 -D OSG_GL1_AVAILABLE:BOOL=OFF \
 -D OSG_GL2_AVAILABLE:BOOL=OFF \
 -D OSG_GLES1_AVAILABLE:BOOL=ON \
 -D OSG_GL_DISPLAYLISTS_AVAILABLE:BOOL=OFF \
 -D OSG_GL_FIXED_FUNCTION_AVAILABLE:BOOL=ON \
 -D OSG_GL_LIBRARY_STATIC:BOOL=OFF \
 -D OSG_GL_MATRICES_AVAILABLE:BOOL=ON \
 -D OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE:BOOL=ON \
 -D OSG_GL_VERTEX_FUNCS_AVAILABLE:BOOL=OFF \
 -D DYNAMIC_OPENSCENEGRAPH:BOOL=OFF \
 -D DYNAMIC_OPENTHREADS:BOOL=OFF .

Yes, they are relevant, they configure the use of OpenGL ES.

Try the following command line, this worked for me:

$ mkdir build-iOS
$ cd build-iOS
$ cmake -G Xcode \
-D OSG_BUILD_PLATFORM_IPHONE_SIMULATOR:BOOL=ON \
-D BUILD_OSG_APPLICATIONS:BOOL=OFF \
-D OSG_BUILD_FRAMEWORKS:BOOL=OFF \
-D OSG_WINDOWING_SYSTEM:STRING=IOS \
-D CMAKE_OSX_ARCHITECTURES:STRING=i386 \
-D OSG_GL1_AVAILABLE:BOOL=OFF \
-D OSG_GL2_AVAILABLE:BOOL=OFF \
-D OSG_GLES1_AVAILABLE:BOOL=ON \
-D OSG_GL_DISPLAYLISTS_AVAILABLE:BOOL=OFF \
-D OSG_GL_FIXED_FUNCTION_AVAILABLE:BOOL=ON \
-D OSG_GL_LIBRARY_STATIC:BOOL=OFF \
-D OSG_GL_MATRICES_AVAILABLE:BOOL=ON \
-D OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE:BOOL=ON \
-D OSG_GL_VERTEX_FUNCS_AVAILABLE:BOOL=OFF \
-D DYNAMIC_OPENSCENEGRAPH:BOOL=OFF \
-D DYNAMIC_OPENTHREADS:BOOL=OFF ..

Hope this helps,
/ulrich
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Re: [osg-users] OSG 2.9.10 on iOS

2011-05-09 Thread Büsra Gülten
Hi,

I am new to OSG and I am trying to build OSG 2.9.13 on iPhoneSimulator. I 
generate a Xcode Project with Cmake. And when I want to build the ALL 
BUILD-Target in Xcode, I get several times this error: 

 -mmacosx-version-min not allowed with -miphoneos-version-min


I already set the CMake Variables as Stephans suggestions. But I still get the 
same error. Can you please help me?

Thank you!

Cheers,
Büsra

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Re: [osg-users] OSG 2.9.10 on iOS

2011-03-02 Thread Tang Yu
Hi, everyone,

i also met the same problem what arsenikal metioned.

i could not compile the simpleExample after i uncommented the 
//USE_OSGPLUGIN(ive).  i got the same link errors about ive::Terrain::write 
and ive::Terrain::read(ive::DataInputStream*).

i tried to modify the codes as arsenikal's suggestion, then i could load ive 
model,but no texture be showed. my texture images are tga format and are stored 
in the fold images. this fold is placed with ive file. i added them all into 
the xcode project. what's wrong in my work?  

Thank you very much!

Cheers,
tangyu

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Re: [osg-users] OSG 2.9.10 on iOS

2011-02-24 Thread Dani Devesa
Hi,

Thank you for the quick reply. As Stephan says i'm using the iPhone predefined 
project because the advantages hi says but I will try to use CMake as well. I 
will try it again too with the new version of the project at the git repository 
and post how it goes. You are doing a great job!

Thank you!

Cheers,
Dani

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Re: [osg-users] OSG 2.9.10 on iOS

2011-02-21 Thread Robert Osfield
Hi Dani,

The problems with not find the ive::Terrain::write  read
implementations is a peculiar one,  I've just looked through the ive
plugin and the Terrain implementation is there are looks OK as does
the DataInputStream and DataOutputStream implementations.

The only anomaly I can find is that the ive/CMakeLists.txt file has a
Terrain.cpp listed, but no Terrain.h.  Is there a chance that the
static linker requires the Terrain.h to be mentioned as well?

I have added the missing Terrain.h reference to ive/CMakeLists.txt and
checked this into svn/trunk.  I have no clue whether it'll make any
difference at your end. Could you try it out?  I've attached the
modified CMakeLists.txt.

Robert.

On Wed, Feb 16, 2011 at 4:37 PM, Dani Devesa arseni...@gmail.com wrote:
 Hi,

 yes, I did it. I finally commented the next lines as a temporal solution:


 Code:
 /*else if(dynamic_castconst osgTerrain::Terrain*(node)){
    ((ive::Terrain*)(node))-write(this);
 }*/



 on DataOutputStream.cpp and


 Code:
  /*else if(nodeTypeID== IVETERRAIN){
    node = new osgTerrain::Terrain();
    ((ive::Terrain*)(node.get()))-read(this);
 }*/



 on DataInputStream.cpp

 It seems the functions read and write aren't implemented. Am I right?

 My problem now is that I've loaded a couple .ive models and they appear at 
 the screen but didn't show their textures. Any of you know what can be the 
 problem?

 Thank you!

 Cheers,
 Dani[/code]

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IF(ZLIB_FOUND)
ADD_DEFINITIONS(-DUSE_ZLIB)
INCLUDE_DIRECTORIES( ${ZLIB_INCLUDE_DIR})
ENDIF()


SET(TARGET_SRC
AlphaFunc.cpp
AnimationPathCallback.cpp
AnimationPath.cpp
AnisotropicLighting.cpp
AutoTransform.cpp
AzimElevationSector.cpp
AzimSector.cpp
Billboard.cpp
BlendColor.cpp
BlendEquation.cpp
BlendFunc.cpp
BlinkSequence.cpp
BumpMapping.cpp
Camera.cpp
CameraView.cpp
Cartoon.cpp
ClipNode.cpp
ClipPlane.cpp
ClusterCullingCallback.cpp
ColorMask.cpp
CompositeLayer.cpp
ConeSector.cpp
ConvexPlanarOccluder.cpp
ConvexPlanarPolygon.cpp
CoordinateSystemNode.cpp
CullFace.cpp
DataInputStream.cpp
DataOutputStream.cpp
Depth.cpp
DirectionalSector.cpp
DOFTransform.cpp
Drawable.cpp
DrawArrayLengths.cpp
DrawArrays.cpp
DrawElementsUByte.cpp
DrawElementsUInt.cpp
DrawElementsUShort.cpp
Effect.cpp
ElevationSector.cpp
EllipsoidModel.cpp
Exception.cpp
FadeText.cpp
Fog.cpp
FragmentProgram.cpp
FrontFace.cpp
Geode.cpp
Geometry.cpp
Group.cpp
HeightFieldLayer.cpp
Image.cpp
ImageLayer.cpp
ImageSequence.cpp
Impostor.cpp
Layer.cpp
Light.cpp
LightModel.cpp
LightPoint.cpp
LightPointNode.cpp
LightSource.cpp
LineStipple.cpp
LineWidth.cpp
Locator.cpp
LOD.cpp
Material.cpp
MatrixTransform.cpp
Multisample.cpp
MultiSwitch.cpp
MultiTextureControl.cpp
Node.cpp
Object.cpp
OccluderNode.cpp
OcclusionQueryNode.cpp
PagedLOD.cpp
Point.cpp
PointSprite.cpp
PolygonMode.cpp
PolygonOffset.cpp
PolygonStipple.cpp
PositionAttitudeTransform.cpp
PrimitiveSet.cpp
Program.cpp
ProxyNode.cpp
ReaderWriterIVE.cpp
Scissor.cpp
Scribe.cpp
Sequence.cpp
ShadeModel.cpp
Shader.cpp
ShapeAttributeList.cpp
Shape.cpp
ShapeDrawable.cpp
SpecularHighlights.cpp
StateSet.cpp
Stencil.cpp
Switch.cpp
SwitchLayer.cpp
Terrain.cpp
TerrainTile.cpp
TexEnvCombine.cpp
TexEnv.cpp
TexGen.cpp
TexGenNode.cpp
TexMat.cpp
Text3D.cpp
Text.cpp
Texture1D.cpp
Texture2D.cpp
Texture2DArray.cpp
Texture3D.cpp
Texture.cpp
TextureCubeMap.cpp
TextureRectangle.cpp
Transform.cpp
Uniform.cpp
VertexProgram.cpp
Viewport.cpp
VisibilityGroup.cpp
VolumeCompositeLayer.cpp
VolumeCompositeProperty.cpp
VolumeSwitchProperty.cpp
VolumeScalarProperty.cpp
VolumeTransferFunctionProperty.cpp
VolumePropertyAdjustmentCallback.cpp
Volume.cpp
VolumeImageLayer.cpp
VolumeLayer.cpp
VolumeLocator.cpp
VolumeTile.cpp
)
SET(TARGET_H
AlphaFunc.h
AnimationPathCallback.h
AnimationPath.h
AnisotropicLighting.h
AutoTransform.h
AzimElevationSector.h
AzimSector.h
Billboard.h
BlendColor.h
BlendFunc.h
BlinkSequence.h
BumpMapping.h
Camera.h
CameraView.h
Cartoon.h
ClipNode.h
ClipPlane.h
ClusterCullingCallback.h
ColorMask.h
CompositeLayer.h
ConeSector.h
ConvexPlanarOccluder.h
ConvexPlanarPolygon.h
CoordinateSystemNode.h
CullFace.h

Re: [osg-users] OSG 2.9.10 on iOS

2011-02-21 Thread Stephan Maximilian Huber
Hi Dani + Robert,

Am 21.02.11 11:04, schrieb Robert Osfield:
 The problems with not find the ive::Terrain::write  read
 implementations is a peculiar one,  I've just looked through the ive
 plugin and the Terrain implementation is there are looks OK as does
 the DataInputStream and DataOutputStream implementations.

It seems Dani is using the handcrafted xcode-project from the
git-repository, which had not included the Terrain.cpp for the
ive-plugin. (I committed a fix for this to the git-repository and added
a sample ive-file with texture)

the xcode-project @ git doesn't get much love anymore, as all iphone
related code is part of the official distribution. You have to use cmake
to create an iphone-specific xcode-project-file. The handcrafted xcode
project has some advantages, as you can build for simulator and device
from within the same project (which doesn't currently work via cmake)
and has a working example. Another advantage is, that you can embed the
xcode-project into your own project, so all dependencies get build
automatically.

I'll maintain the git-repository in the future, but my time is limited,
don't expect too much :-)

back to the ive/texture-problem: I have no experience with the
ive-plugin, so I converted some osg-models to ive and opened them via an
osg-app running in the simulator.

cow.ive (from cow.osg) shows no texture as cubmapping is appearently not
supported for gles 1, i get a lot of open gl errors in the console.
skydome.ive (from skydome.osg) works in the simulator.

Perhaps your ive-files use opengl features or texture-formats which are
not supported for gles 1/2, try increasing the notify-level to
DEBUG_INFO, perhaps there's some more valuable information.

cheers,
Stephan
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Re: [osg-users] OSG 2.9.10 on iOS

2011-02-16 Thread Dani Devesa
Hi,

yes, I did it. I finally commented the next lines as a temporal solution: 


Code:
/*else if(dynamic_castconst osgTerrain::Terrain*(node)){
((ive::Terrain*)(node))-write(this);
}*/



on DataOutputStream.cpp and


Code:
 /*else if(nodeTypeID== IVETERRAIN){
node = new osgTerrain::Terrain();
((ive::Terrain*)(node.get()))-read(this);
}*/



on DataInputStream.cpp

It seems the functions read and write aren't implemented. Am I right?

My problem now is that I've loaded a couple .ive models and they appear at the 
screen but didn't show their textures. Any of you know what can be the problem? 

Thank you!

Cheers,
Dani[/code]

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Re: [osg-users] OSG 2.9.10 on iOS

2011-02-14 Thread Dani Devesa
Hi,

I've been trying loading an .ive model too. I've downloaded the last version of 
the git repository. When I uncomment the //USE_OSGPLUGIN(ive) line and try to 
compile it, I still get two link errors:


Code:
ive::Terrain::read(ive::DataInputStream*), referenced from:

ive::DataInputStream::readNode() in libosgdb_ive.a(DataInputStream.o)

ive::Terrain::write(ive::DataOutputStream*), referenced from:

ive::DataOutputStream::writeNode(osg::Node const*) in 
libosgdb_ive.a(DataOutputStream.o)



How did you fix it?

Thank you very much for your help.

... 

Thank you!

Cheers,
Arsenikal

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Re: [osg-users] OSG 2.9.10 on iOS

2011-02-14 Thread Alessandro Terenzi
Hi Dani,
have you added osgTerrain to the linking phase?

Cheers.
Alessandro

On Fri, Feb 11, 2011 at 9:48 AM, Dani Devesa arseni...@gmail.com wrote:

 Hi,

 I've been trying loading an .ive model too. I've downloaded the last
 version of the git repository. When I uncomment the //USE_OSGPLUGIN(ive)
 line and try to compile it, I still get two link errors:


 Code:
 ive::Terrain::read(ive::DataInputStream*), referenced from:

 ive::DataInputStream::readNode() in libosgdb_ive.a(DataInputStream.o)

 ive::Terrain::write(ive::DataOutputStream*), referenced from:

 ive::DataOutputStream::writeNode(osg::Node const*) in
 libosgdb_ive.a(DataOutputStream.o)



 How did you fix it?

 Thank you very much for your help.

 ...

 Thank you!

 Cheers,
 Arsenikal

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Re: [osg-users] OSG 2.9.10 on iOS

2011-02-11 Thread Alessandro Terenzi
I think I moved a step forward: I've built freetype lib for both armv6 and
armv7, built OSG 2.9.11 (with warnings, see below), and
osgviewerIPhoneExample without errors but when it starts I get the following
error:

   *Setting up osg::Camera::FRAME_BUFFER*

Program received signal:  “EXC_BAD_ACCESS”.

One thing I've noticed while building osgViewer is the following warning:

   src/osgViewer/GraphicsWindowIOS.mm:630: warning: incompatible Objective-C
types assigning 'UIWindow*', expected 'GraphicsWindowIOSWindow*'


The warning is related to a line in the
GraphicsWindowIOS::realizeImplementation() method.
Could this be related to the crash?

Thanks.
Alessandro

On Thu, Feb 10, 2011 at 6:32 PM, Alessandro Terenzi a.tere...@gmail.comwrote:

 Sorry, my mistake, actually I managed to build for iOS (having added
 CoreGraphics framework), but the viewer is still crashing with the same
 error related to freetype.

 I'm trying to figure out the differences with the project from the git
 repository...

 Cheers.
 Alessandro


 On Thu, Feb 10, 2011 at 5:52 PM, Alessandro Terenzi 
 a.tere...@gmail.comwrote:

 Thanks everybody,
 I finally managed to build fo iOS using the above instructions and the
 latest sources from svn.

 Cheers.
 Alessandro


 On Mon, Jan 31, 2011 at 1:52 PM, Stephan Maximilian Huber 
 ratzf...@digitalmind.de wrote:

 Hi Alessandro,

 Am 28.01.11 18:31, schrieb Alessandro Terenzi:

  but I was still getting linking errors. The linker complied because it
 could
  not find both the Cocoa and OpenGL frameworks (note: I wrote OpenGL not
  OpenGLES, even though I checked only the GLES1 option in CMake). So I
 tried
  to remove them from the Other Linker Flags, but I was getting other
 errors
  because of references not found by imageio (but in CMake it was set
  quicktime not imageio), so I also removed imageio from the linker's
 flags.

 Quicktime is not supported for IOS, please use only imageio. It's a
 known problem, that the xcode-project built by cmake for the
 SimplevieweriPhone-example is not working right out of the box.

 You'll have to add the CoreGraphics-framework for the imageio-plugin.

  After all the above steps, I managed to build the application, but it
  crashes while it is starting, in the console I get:
 
 Program received signal:  “EXC_BAD_ACCESS”.
 
  warning: Could not open fork matching current architecture for OSO
 archive
 
 /Users/alex/Desktop/Build/3rdParty-iOS/lib/libFreeType_iphone_universal.a
 
  warning: Could not open OSO file
 
 /Users/alex/Desktop/Build/3rdParty-iOS/lib/libFreeType_iphone_universal.a(ftinit.o)
  to scan for pubtypes for objfile
 
 /Users/alex/Desktop/Build/OpenSceneGraph-2.9.11-build-iOS/bin/osgViewerIPhone.app/osgViewerIPhone
  ...(and many copies of this last warning)...

 Sorry, can't comment that much about the freetype-issue. Try the
 simpleviewer-app without the freetype-plugin and -lib as a first step.

  The last thing I tried was to start from scratch but set CMake to use
  imageio and not quicktime but same runtime error (this solved some
 linking
  problems described above, but of course not the runtime crash).
 
  Am I suppose to use another version of freetype?

 AFAIK no, it's a universal-lib (i386 + arm) and had worked in the past.

 cheers,

 Stephan
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Re: [osg-users] OSG 2.9.10 on iOS

2011-02-10 Thread Alessandro Terenzi
Thanks everybody,
I finally managed to build fo iOS using the above instructions and the
latest sources from svn.

Cheers.
Alessandro

On Mon, Jan 31, 2011 at 1:52 PM, Stephan Maximilian Huber 
ratzf...@digitalmind.de wrote:

 Hi Alessandro,

 Am 28.01.11 18:31, schrieb Alessandro Terenzi:

  but I was still getting linking errors. The linker complied because it
 could
  not find both the Cocoa and OpenGL frameworks (note: I wrote OpenGL not
  OpenGLES, even though I checked only the GLES1 option in CMake). So I
 tried
  to remove them from the Other Linker Flags, but I was getting other
 errors
  because of references not found by imageio (but in CMake it was set
  quicktime not imageio), so I also removed imageio from the linker's
 flags.

 Quicktime is not supported for IOS, please use only imageio. It's a
 known problem, that the xcode-project built by cmake for the
 SimplevieweriPhone-example is not working right out of the box.

 You'll have to add the CoreGraphics-framework for the imageio-plugin.

  After all the above steps, I managed to build the application, but it
  crashes while it is starting, in the console I get:
 
 Program received signal:  “EXC_BAD_ACCESS”.
 
  warning: Could not open fork matching current architecture for OSO
 archive
 
 /Users/alex/Desktop/Build/3rdParty-iOS/lib/libFreeType_iphone_universal.a
 
  warning: Could not open OSO file
 
 /Users/alex/Desktop/Build/3rdParty-iOS/lib/libFreeType_iphone_universal.a(ftinit.o)
  to scan for pubtypes for objfile
 
 /Users/alex/Desktop/Build/OpenSceneGraph-2.9.11-build-iOS/bin/osgViewerIPhone.app/osgViewerIPhone
  ...(and many copies of this last warning)...

 Sorry, can't comment that much about the freetype-issue. Try the
 simpleviewer-app without the freetype-plugin and -lib as a first step.

  The last thing I tried was to start from scratch but set CMake to use
  imageio and not quicktime but same runtime error (this solved some
 linking
  problems described above, but of course not the runtime crash).
 
  Am I suppose to use another version of freetype?

 AFAIK no, it's a universal-lib (i386 + arm) and had worked in the past.

 cheers,

 Stephan
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Re: [osg-users] OSG 2.9.10 on iOS

2011-02-10 Thread Alessandro Terenzi
Sorry, my mistake, actually I managed to build for iOS (having added
CoreGraphics framework), but the viewer is still crashing with the same
error related to freetype.

I'm trying to figure out the differences with the project from the git
repository...

Cheers.
Alessandro

On Thu, Feb 10, 2011 at 5:52 PM, Alessandro Terenzi a.tere...@gmail.comwrote:

 Thanks everybody,
 I finally managed to build fo iOS using the above instructions and the
 latest sources from svn.

 Cheers.
 Alessandro


 On Mon, Jan 31, 2011 at 1:52 PM, Stephan Maximilian Huber 
 ratzf...@digitalmind.de wrote:

 Hi Alessandro,

 Am 28.01.11 18:31, schrieb Alessandro Terenzi:

  but I was still getting linking errors. The linker complied because it
 could
  not find both the Cocoa and OpenGL frameworks (note: I wrote OpenGL not
  OpenGLES, even though I checked only the GLES1 option in CMake). So I
 tried
  to remove them from the Other Linker Flags, but I was getting other
 errors
  because of references not found by imageio (but in CMake it was set
  quicktime not imageio), so I also removed imageio from the linker's
 flags.

 Quicktime is not supported for IOS, please use only imageio. It's a
 known problem, that the xcode-project built by cmake for the
 SimplevieweriPhone-example is not working right out of the box.

 You'll have to add the CoreGraphics-framework for the imageio-plugin.

  After all the above steps, I managed to build the application, but it
  crashes while it is starting, in the console I get:
 
 Program received signal:  “EXC_BAD_ACCESS”.
 
  warning: Could not open fork matching current architecture for OSO
 archive
 
 /Users/alex/Desktop/Build/3rdParty-iOS/lib/libFreeType_iphone_universal.a
 
  warning: Could not open OSO file
 
 /Users/alex/Desktop/Build/3rdParty-iOS/lib/libFreeType_iphone_universal.a(ftinit.o)
  to scan for pubtypes for objfile
 
 /Users/alex/Desktop/Build/OpenSceneGraph-2.9.11-build-iOS/bin/osgViewerIPhone.app/osgViewerIPhone
  ...(and many copies of this last warning)...

 Sorry, can't comment that much about the freetype-issue. Try the
 simpleviewer-app without the freetype-plugin and -lib as a first step.

  The last thing I tried was to start from scratch but set CMake to use
  imageio and not quicktime but same runtime error (this solved some
 linking
  problems described above, but of course not the runtime crash).
 
  Am I suppose to use another version of freetype?

 AFAIK no, it's a universal-lib (i386 + arm) and had worked in the past.

 cheers,

 Stephan
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Re: [osg-users] OSG 2.9.10 on iOS

2011-01-31 Thread Stephan Maximilian Huber
Hi Alessandro,

Am 28.01.11 18:31, schrieb Alessandro Terenzi:

 but I was still getting linking errors. The linker complied because it could
 not find both the Cocoa and OpenGL frameworks (note: I wrote OpenGL not
 OpenGLES, even though I checked only the GLES1 option in CMake). So I tried
 to remove them from the Other Linker Flags, but I was getting other errors
 because of references not found by imageio (but in CMake it was set
 quicktime not imageio), so I also removed imageio from the linker's flags.

Quicktime is not supported for IOS, please use only imageio. It's a
known problem, that the xcode-project built by cmake for the
SimplevieweriPhone-example is not working right out of the box.

You'll have to add the CoreGraphics-framework for the imageio-plugin.

 After all the above steps, I managed to build the application, but it
 crashes while it is starting, in the console I get:
 
Program received signal:  “EXC_BAD_ACCESS”.
 
 warning: Could not open fork matching current architecture for OSO archive
 /Users/alex/Desktop/Build/3rdParty-iOS/lib/libFreeType_iphone_universal.a
 
 warning: Could not open OSO file
 /Users/alex/Desktop/Build/3rdParty-iOS/lib/libFreeType_iphone_universal.a(ftinit.o)
 to scan for pubtypes for objfile
 /Users/alex/Desktop/Build/OpenSceneGraph-2.9.11-build-iOS/bin/osgViewerIPhone.app/osgViewerIPhone
 ...(and many copies of this last warning)...

Sorry, can't comment that much about the freetype-issue. Try the
simpleviewer-app without the freetype-plugin and -lib as a first step.

 The last thing I tried was to start from scratch but set CMake to use
 imageio and not quicktime but same runtime error (this solved some linking
 problems described above, but of course not the runtime crash).
 
 Am I suppose to use another version of freetype?

AFAIK no, it's a universal-lib (i386 + arm) and had worked in the past.

cheers,

Stephan
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Re: [osg-users] OSG 2.9.10 on iOS

2011-01-31 Thread Eric Wing
 Am I suppose to use another version of freetype?

 AFAIK no, it's a universal-lib (i386 + arm) and had worked in the past.

FYI, I recently setup a FreeType Xcode project for iOS to support
SDL_ttf. It is based on a blog entry written by Alfred Rossi. This
might be helpful if you need to rebuild freetype. The source is
currently on 2.4.4.

My Mercurial repository is here:
http://hg.assembla.com/freetype_ios_xcode

With SDL, I'm using Xcode cross project dependencies so I don't need
to carry around a separate prebuilt static library. I haven't spent
any time investigating how to do that with CMake. But if anybody wants
to see an example of the Xcode setup, I have a Mercurial repo that
utilizes the subrepos feature (kind of similar to svn externals or Git
submodules).

SDL  Satellites
http://hg.assembla.com/sdl-satellites-subrepos

-Eric
-- 
Beginning iPhone Games Development
http://playcontrol.net/iphonegamebook/
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Re: [osg-users] OSG 2.9.10 on iOS

2011-01-28 Thread Stephan Maximilian Huber
Hi,

Am 27.01.11 12:58, schrieb Alessandro Terenzi:
 I tried again with the latest OSG source from svn but I still have problems.
 I followed the instructions in the README.txt and also:
 
  1) removed  -mmacosx-version-min=10.5 from CMAKE_CXX_FLAGS
  2) tried with either OSG_GLES1_AVAILABLE or OSG_GLES2_AVAILABLE
  3) tried with either OSG_GL_DISPLAYLISTS_AVAILABLE on or off
  4) tried to set the base SDK as the 4.1
  5) set to use armv6;armv7 architectures because I want to build for the
 device
 
 but:
 
  a) after configuring, CMAKE complains with the OPENGLES_LIBRARY_NOTFOUND
 message

you can ignore this message.


  b) after generating the project, I still see that the base SDK is 3.2 (so I
 manually change it to 4.1)


  c) if I build in Xcode, everything is fine with OpenThreads, but as soon as
 I build osg, I get lots of errors regarding OpenGL

With cmake it's only possible to create project files for the simulator
OR the device. Check the setting inside xcode, they have to correspond,
otherwise you'll get a lot of compile-errors.

Be sure to set the OSG_GL_flags correct. I am using these values for
OSG_GLES1_AVAILABLE: (set the other OSG_GL*_AVAILABLE to off

OSG_GL_DISPLAYLISTS_AVAILABLE:BOOL=OFF
OSG_GL_FIXED_FUNCTION_AVAILABLE:BOOL=ON
OSG_GL_LIBRARY_STATIC:BOOL=OFF
OSG_GL_MATRICES_AVAILABLE:BOOL=ON
OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE:BOOL=ON
OSG_GL_VERTEX_FUNCS_AVAILABLE:BOOL=OFF

  d) moreover, beyond osgversion and present3D, no other applications'
 targets are in the project

Did you enable OSG_BUILD_EXAMPLES in CMake? There's only one example for
IOS, which does not work out of the box, but you can tweak the
configuration in xcode to get it compiling and linking. I failed when
trying to get the cmake-configuration right for the example-app.

HTH,
Stephan
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Re: [osg-users] OSG 2.9.10 on iOS

2011-01-28 Thread Alessandro Terenzi
Thanks again Stephan,
I just tried using the latest tagged source code. I've set CMake's options
as you've suggested and also:

1) set CMake to point to the iPhone's freetype lib/headers (is this
necessary?)

2) changed the code signing identity in XCode (otherwise I get an error)

but I was still getting linking errors. The linker complied because it could
not find both the Cocoa and OpenGL frameworks (note: I wrote OpenGL not
OpenGLES, even though I checked only the GLES1 option in CMake). So I tried
to remove them from the Other Linker Flags, but I was getting other errors
because of references not found by imageio (but in CMake it was set
quicktime not imageio), so I also removed imageio from the linker's flags.

Finally I had to modify the Bundle Identifier because I was getting an error
due to the character '_' that seems not to be a valid character for a bundle
identifier name.

After all the above steps, I managed to build the application, but it
crashes while it is starting, in the console I get:

   Program received signal:  “EXC_BAD_ACCESS”.

warning: Could not open fork matching current architecture for OSO archive
/Users/alex/Desktop/Build/3rdParty-iOS/lib/libFreeType_iphone_universal.a

warning: Could not open OSO file
/Users/alex/Desktop/Build/3rdParty-iOS/lib/libFreeType_iphone_universal.a(ftinit.o)
to scan for pubtypes for objfile
/Users/alex/Desktop/Build/OpenSceneGraph-2.9.11-build-iOS/bin/osgViewerIPhone.app/osgViewerIPhone
...(and many copies of this last warning)...

The last thing I tried was to start from scratch but set CMake to use
imageio and not quicktime but same runtime error (this solved some linking
problems described above, but of course not the runtime crash).

Am I suppose to use another version of freetype?

Alessandro
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Re: [osg-users] OSG 2.9.10 on iOS

2011-01-27 Thread Stephan Maximilian Huber
Am 26.01.11 23:41, schrieb Alessandro Terenzi:
 I finally managed to build for iOS starting from the OSGIPhone xcode project 
 available from the git repository. I wanted to also use the IVE plugin but I 
 couldn't manage to build any app using it. 
 
 As far as I understand I have to modify osgPlugins.h in order to execute:
 
 
 Code:
 USE_OSGPLUGIN(ive)

I updated the xcode-project on the git-repository, it should resolve
your issue with the ive-plugin.

 One more note/question: in osgPlugins.h I see lots of instructions like the 
 following 
 
 
 Code:
 USE_DOTOSGWRAPPER(AlphaFunc)
 ...

these are only necessary for the osg-plugin, as the plugin is extendable
via dynamic-linking. All other plugins do not need this.

One question: why are you donÄt use the xcode-projects build by cmake
for IOS? Did you have any problems?

I do not update the git-repository that often, as all changes we made
for IOS are now part of the official osg-source.

cheers,
Stephan
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Re: [osg-users] OSG 2.9.10 on iOS

2011-01-27 Thread Alessandro Terenzi
Thank you Stephan,

One question: why are you donÄt use the xcode-projects build by cmake
 for IOS? Did you have any problems?



Yes, I made a quick try with it, but the project that has been generated
seems to miss the viewer  targeted for iOS, maybe I missed some settings in
CMake?

Anyway, I'm just going to start from scratch and let you know (by the way,
I'm referring to the instructions contained at the end of the README.txt
file in the OSG's sources directory, I mean the notes by Thomas Hoghart, are
them up to date?).

Thanks.
Alessandro
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Re: [osg-users] OSG 2.9.10 on iOS

2011-01-27 Thread Alessandro Terenzi
I tried again with the latest OSG source from svn but I still have problems.
I followed the instructions in the README.txt and also:

 1) removed  -mmacosx-version-min=10.5 from CMAKE_CXX_FLAGS
 2) tried with either OSG_GLES1_AVAILABLE or OSG_GLES2_AVAILABLE
 3) tried with either OSG_GL_DISPLAYLISTS_AVAILABLE on or off
 4) tried to set the base SDK as the 4.1
 5) set to use armv6;armv7 architectures because I want to build for the
device

but:

 a) after configuring, CMAKE complains with the OPENGLES_LIBRARY_NOTFOUND
message

 b) after generating the project, I still see that the base SDK is 3.2 (so I
manually change it to 4.1)

 c) if I build in Xcode, everything is fine with OpenThreads, but as soon as
I build osg, I get lots of errors regarding OpenGL

 d) moreover, beyond osgversion and present3D, no other applications'
targets are in the project

What am I missing?
Thanks.
Alessandro


On Thu, Jan 27, 2011 at 12:16 PM, Alessandro Terenzi a.tere...@gmail.comwrote:

 Thank you Stephan,

 One question: why are you donÄt use the xcode-projects build by cmake
 for IOS? Did you have any problems?



 Yes, I made a quick try with it, but the project that has been generated
 seems to miss the viewer  targeted for iOS, maybe I missed some settings in
 CMake?

 Anyway, I'm just going to start from scratch and let you know (by the way,
 I'm referring to the instructions contained at the end of the README.txt
 file in the OSG's sources directory, I mean the notes by Thomas Hoghart, are
 them up to date?).

 Thanks.
 Alessandro

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Re: [osg-users] OSG 2.9.10 on iOS

2011-01-26 Thread Alessandro Terenzi
I finally managed to build for iOS starting from the OSGIPhone xcode project 
available from the git repository. I wanted to also use the IVE plugin but I 
couldn't manage to build any app using it. 

As far as I understand I have to modify osgPlugins.h in order to execute:


Code:
USE_OSGPLUGIN(ive)



I also have to add the libosgdb_ive.a to the simpleExample target and also add 
other libs such as osgFX, osgTerrain, osgVolume, ... because the IVE plugin 
depends on them.

But I get some linking errors (Undefined symbols) like this:

ive::Texture2DArray::write(ive::DataOutputStream*), referenced from: 
ive::DataOutputStream::writeStateAttribute(osg::StateAttribute const*) in 
libosgdb_ive.a(DataOutputStream.o)

ive::Terrain::write(ive::DataOutputStream*), referenced from: 
ive::DataOutputStream::writeNode(osg::Node const*) in 
libosgdb_ive.a(DataOutputStream.o)

ive::Terrain::read(ive::DataInputStream*), referenced from: 
ive::DataInputStream::readNode() in libosgdb_ive.a(DataInputStream.o)

ive::Texture2DArray::read(ive::DataInputStream*), referenced from: 
ive::DataInputStream::readStateAttribute() in libosgdb_ive.a(DataInputStream.o)

I checked the target for libosgdb_ive.a and noticed that (for instance) 
Texture2DArray.cpp is not compiled for that target, so I tried to add it but 
still problems.

Can anyone help with instructions about how to build the IVE plugin for iOS?

One more note/question: in osgPlugins.h I see lots of instructions like the 
following 


Code:
USE_DOTOSGWRAPPER(AlphaFunc)
...



as far as I understand they are required for the static linkage of the 'OSG' 
plugin, right? If I want to use the 'IVE' plugin, am I supposed to add as many 
entries as the .cpp files that are used by the IVE plugin? Actually I also 
tried to add 
Code:
USE_DOTOSGWRAPPER(Texture2DArray)

, but without success.

Thanks.
Alessandro

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Re: [osg-users] OSG 2.9.10 on iOS

2010-12-30 Thread Stephan Maximilian Huber
Hi,

ios-support is still in its early stages (expecially the cmake-support).
If you are building for the device, try to remove
-mmacosx-version-min=10.x from your CMAKE_CXX_FLAGS inside of CMake.

If that doesn't work, clear the CMAKE_OSX_DEPLOYMENT_TARGET-var and try
rebuilding. (There's still a bug in cmake regarding the
-mmacosx-version-min-issue)

The cmake-script for osgiphoneviewer is still buggy/unfinished and does
not work out of the box, you'll have to tweak the settings from inside
xcode.

I am currently preparing a small xcode-project as a simple starter-kit.

HTH,
Stephan


Am 29.12.10 18:36, schrieb Alessandro Terenzi:
 I'm trying to build OSG 2.9.10 (I've just downloaded the current zip from
 the website) but I cannot manage to compile osgViewerIPhone and its
 dependencies. Maybe I'm doing something wrong with cmake...what settings
 have to be modified in order to be able to build OSG for iOS?
 
 Or perhaps the zip I've downloaded is not updated and building for iOS
 doesn't work?
 
 For instance I'm getting several errors like this one:
 
 OpenSceneGraph-2.9.10/src/OpenThreads/pthreads/PThread.c++:1: error:
 -mmacosx-version-min not allowed with -miphoneos-version-min

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Re: [osg-users] OSG 2.9.10 on iOS

2010-12-30 Thread Alessandro Terenzi
Thank you Stephan,
I'll try your suggestions. By the way, is the current git repository (
https://github.com/stmh/osg/tree/iphone) supposed to work without any
change? If so I'll try that.

Cheers.
Alessandro

On Thu, Dec 30, 2010 at 11:59 AM, Stephan Maximilian Huber 
ratzf...@digitalmind.de wrote:

 Hi,

 ios-support is still in its early stages (expecially the cmake-support).
 If you are building for the device, try to remove
 -mmacosx-version-min=10.x from your CMAKE_CXX_FLAGS inside of CMake.

 If that doesn't work, clear the CMAKE_OSX_DEPLOYMENT_TARGET-var and try
 rebuilding. (There's still a bug in cmake regarding the
 -mmacosx-version-min-issue)

 The cmake-script for osgiphoneviewer is still buggy/unfinished and does
 not work out of the box, you'll have to tweak the settings from inside
 xcode.

 I am currently preparing a small xcode-project as a simple starter-kit.

 HTH,
 Stephan


 Am 29.12.10 18:36, schrieb Alessandro Terenzi:
  I'm trying to build OSG 2.9.10 (I've just downloaded the current zip from
  the website) but I cannot manage to compile osgViewerIPhone and its
  dependencies. Maybe I'm doing something wrong with cmake...what settings
  have to be modified in order to be able to build OSG for iOS?
 
  Or perhaps the zip I've downloaded is not updated and building for iOS
  doesn't work?
 
  For instance I'm getting several errors like this one:
 
  OpenSceneGraph-2.9.10/src/OpenThreads/pthreads/PThread.c++:1: error:
  -mmacosx-version-min not allowed with -miphoneos-version-min

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