Re: [osg-users] OSG 2.9.10 on iOS
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
I really need some information about CMake variables. Could you please give me any advice? Thank you... Büsra -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43993#43993 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43946#43946 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
Hi, Any advice is really appreciated. It´s a bit urgent. Thank you! Cheers, Büsra -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40279#40279 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40216#40216 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39749#39749 Attachments: http://forum.openscenegraph.org//files/cmakecache_430.txt ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39749#39749 Attachments: http://forum.openscenegraph.org//files/cmakecache_430.txt ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org # 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
Thank you Stephan again, but The Extension 'cmake' was deactivated by an board admin, therefore this Attachment is not displayed. Cheers, Büsra -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39761#39761 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
Thank you so much Stephan, it works now :) Also thanks a lot to Ulrich for your help. Cheers, Büsra -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39765#39765 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39522#39522 Attachments: http://forum.openscenegraph.org//files/cmakecache_755.txt ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39397#39397 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39383#39383 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39245#39245 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39235#39235 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36785#36785 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37082#37082 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36744#36744 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 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
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36744#36744 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36541#36541 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36541#36541 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36007#36007 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org