Hi,
Has anybody compiled ffmpeg sucessfully to work with osg-2.8.3-rc2? When
building the osgmovie example I keep getting the attached linker errors no
matter how I seem to compile ffmpeg. I tried both i386 and x86_64, building
everything from scratch. I have a feeling though the ffmpeg configu
Hi paul,
Your description sounds right.
And yes the name clash with the fbs plugin was just an assumption after doing a
string search in the sources.
In terms of wrapping the plugins (eg: 3ds) in a namespace. I am not sure how
this would be done without breaking code. I feel like I just know to
Hi stephan,
Nice, this totally took care of the Carbon referencing issues. I ran into a
couple of Cocoa related linking errors but only because I forgot to link to the
cocoa framework. Just a heads up for people following this path.
Thank you!
stefan
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Hi,
I am trying to move to imageio and cocoa but am still unclear how to do this.
I just downloaded the 2.8.3-rc2 and build everything fine with imageio and
cocoa enabled. Only when I try to use the new libs with my apps I get a linker
error that indicates that Carbon is still configured:
Co
Hi Paul,
I have a linker problem with the latest rc2 that I did not have with 2.8.2.
Code:
ld: duplicate symbol PrimitiveIndexWriter::drawArrays(unsigned int, int, int)in
/Users/noema/Development/git/VirtualAwesome/libs/osg-osx/lib/libosgdb_obj.a(OBJWriterNodeVisitor.o)
and
/Users/noema/Dev
sth wrote:
> stefan nortd schrieb:
>
> > Nope, switching to gcc 4.0 does not make any difference for me. And BTW
> > there is no 10.4 SDK on snow leopard.
> >
>
> It's an install option when installing xcode.
>
> Stephan
> ___
> If you switch your xcode-projects to gcc 4.0
> the current 2.8.x source builds fine for 10.4 on Snow Leopard.
Nope, switching to gcc 4.0 does not make any difference for me. And BTW there
is no 10.4 SDK on snow leopard.
/stefan
stefan hechenberger
http://linear.nort
(still figuring out how the mailing list is connected to the forum)
hey paul,
I needed to apply the patches for building osg against either SDK. It's not
exactly clear to me which change in Snow Leopard makes this necessary. Even
with the same xcode, gcc, and 10.5 SDK the osg 2.8.2 does not bu
I think I have solved the issue. It turns out that if I simply set a render bin
index on all my nodes that contain an osgText, things work as expected.
Surprisingly I don't need to set the osg::StateSet::OVERRIDE_RENDERBIN_DETAILS.
I would assume this is normal behavior. I think my main error wa
How does this look like ...
Code:
PositionAttitudeTransform {
UniqueID PositionAttitudeTransform_15
nodeMask 0x
cullingActive TRUE
StateSet {
UniqueID StateSet_16
rendering_hint DEFAULT_BIN
renderBinMode INHERIT
GL_LIGHTING OFF
Thanks Paul, Jeremy,
So after some contemplation I am pretty sure I want to use the painter's
layering. The reason is that if for example I want to rotate a panel in
front of another one I don't want it to intersect with panals behind it. I
could use orthographic projection and dynamically cha
Hey Paul, Jeremy,
So, text is in the transparent RenderBin. Hmm that makes sense. I was
hoping there is simple explanation. I guess I could use depth testing. The
main problem I had with this was to come up with a fairly simple
algorithm to determine the z position. It would mean to layer the p
Hi,
I am working on a widget system and have problems with how osgText:Text
is layered. My text always ends up above the geometry.
I have a root node that has depth testing disabled. Under it is a hierachy
of rectangle-like panels. Some of them have text labels. All my geometry
layers as expe
Hi,
I am trying to use the osg::ImageSequence without much result. Maybe
somebody can point me in the right direction.
I am creating the ImageSequence object, use addImageFile(...) to
populate at and then try to assign it to a texture for drawing. Then nothing
shows up. One problem is that ima
Thanks Stephan for the hints,
I know a lot more now. Turns out the crash was totally my fault, so please
ignore. I have also poked around GraphicsWindowCarbon.cpp and think I
have a pretty good idea whats going on under the hood.
ad (1) GraphicsWindow::showCursor(bool) still does not work. I ca
Hi,
I am working on an app that runs fullscreen with multiple mouses
attached. I read out the mouse positions and draw the pointers myself.
The problem I have is twofold:
(1) GraphicsWindow::showCursor(bool) call does not seem to work on
OSX/Carbon. When calling it it actually crashes the ap
For completeness here is another patch I needed for building a
cocoa-based osg 2.9-svn with sdk 10.6.
in DarwinUtils.mm there are a couple of 'ID' that should be 'id' like in
-(void) show: (ID) data;
-(void) hide: (ID) data;
should be
-(void) show: (id) data;
-(void) hide: (id) data;
Thank
yes! success! You rock!
I can finally compile osg on snow leopard! What's better I can compile it in
any configuration I need to.
To recap, I needed to apply two fixes to the sources. First erik's Atomic
patch:
Code:
/* -*-c++-*- OpenThreads library, Copyright (C) 2008 The Open Thread Group
Thanks Erik,
Seems like the attachment did not come through on the forum. I got it
now and it's very helpful. Updating the Atomic file got rid of some
problems.
I am still banging my head at compiling on Snow Leopard. I must have tried
12 different configurations so far, 64 and 32 bit both 10.
Hi Eric,
I just wanted to try building with Cocoa and ImageIO.
I think you forgot to attach the file. Do you mind loading it up again.
Thank you!
Cheers,
stefan
stefan hechenberger
http://linear.nortd.com
--
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http://forum.o
Hi Eric,
Thanks for the hints. I was able to build osg for the most part now (i386,
10.5 sdk). I did not figure out why the int32_t typedef was missing
though. I simple changed it in line 70 of the Atomic header file to "singed
long int". This did the trick for building osg with xcode.
Code:
Granted that different image types store pixels differently I would still
assume that the image loader should nevertheless be consistent across different
image format. I guess this is an assumption that depends how low-level one
approaches pixel data.
So I record it is not a bug in the image l
hey ulrich,
I am not sure I understand. I am loading a bmp and use it as a texture on a
quad. I use the same texture coordinates for various image types but only the
bmp displays upside down.
stefan
stefan hechenberger
http://linear.nortd.com
--
Read
Hi,
I have been doing some image stuff lately. JPEGs and PNGs load right but
BMPs are upside down. Is this a feature or a bug?
At the moment I am doing this for remedy:
Code:
osg::Image* image = osgDB::readImageFile(filename);
if(filename.substr(filename.length()-3) == "bmp") {
Thanks Robert,
It turns out that USE_OSGPLUGIN is working fine for osgdb_png and
osgdb_jpeg. I was simply not aware that I had to link againg libpng.lib
ang libjpeg.lib. I though since I compiled osg statically all the support lib
symbols are therefore in the osgdb_png/jpeg files.
On linux I h
Hi,
I am currently using osg statically and cross-platform. I have been pretty
happy with how it worked out but have recently run into problems with
certain plugins. Freetype works fine but png or jpeg does not with VS2008.
I do the usual USE_OSGPLUGIN(png); and am also setting the path to the
Hi,
I am pretty experienced with C++ but ran into the Config header file problem a
while back as well. When you build OSG yourself it is created by the install
phase not the build phase. So you run into this problem if you do one of the
following:
- forget to run the install phase
- use the so
Cool just wanted to report that the windows issue got resolved with the 2.8.2
release.
*yay*
Cheers,
stefan
stefan hechenberger
http://linear.nortd.com
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http://forum.openscenegraph.org/viewtopic.php?p=15169#15169
I finally got it working on Linux. Took me a while to understand the Makefiles
generated
by cmake for osgstaticviewer. Backtracking from there basically made me
realize that
the order in which the libs are listed in the gcc call matters. Is this for
realz?!!
Anyways, here is a simple Makefile
I am running 2.8.1. On linux osgstaticviewer runs fine and on windows it
tries to load ot11-OpenTreads.dll for some reason (I get this popup window,
not sure what that is about) but still runs fine without it. Not sure is there
a
fallback? The aforementioned problems I really only get with my o
@J-S
Thanks. Adding the OSG_LIBRARY_STATIC define on windows solved the
linker problem. My app builds and runs. I still have a few problems when
closing the add which I don't get with the dynamic libs.
[code]
Warning: detected OpenGL error 'invalid operation' after applying attribute
BlendFunc 0
@J-S
Thanks. Adding the OSG_LIBRARY_STATIC define on windows solved the
linker problem. My app builds and runs. I still have a few problems when
closing the add which I don't get with the dynamic libs.
[code]
Warning: detected OpenGL error 'invalid operation' after applying attribute
BlendFunc 0
@J-S
Thanks. Adding the OSG_LIBRARY_STATIC define on windows solved the
linker problem. My app builds and runs. I still have a few problems when
closing the add which I don't get with the dynamic libs.
[code]
Warning: detected OpenGL error 'invalid operation' after applying attribute
BlendFunc 0
Hi again,
Since I got stuck on linux I continued my little adventure on windows VC9sp1.
Unfortunately I got stuck at pretty much the same spot. I wonder if my problems
on these two platforms have something in common. My OSG static libs built fine
under windows but when I try to use them in my a
Hi,
Now I am stuck on linux (ubuntu 9.04). I was able to build OSG as static libs
without a hick. When I try to run the my app I get linker problems. If I switch
in the dynamic precompiled binaries from the wiki the built goes fine. I am
afraid I might miss something obvious that xcode does on
Thanks Robert. Just made myself some static libs on osx. I didnt try xcode
but plain Unix Makefiles work like a charm. With these libs my deployable
executable is only 6mb now. Very nice!
@Chris
I am working cross-platform. So next I am trying to build statics on ubuntu
and windows. Also mingw
Hi,
I am interested in building OSG as a static library. Is this at all possible?
How does this pan out with the plugin mechanism.
I would be very happy to get some hints on doing this. Generally I would assume
I can configure the build files with cmake to compile static. Any tip and
tricks I
Hey Ümit,
Thanks for your answer.
It's actually not that complicated. jonim8or compiled osg for mingw and posted
it online. Unfortunately the link above in the thread is down. I was just
wondering if these mingw binaries can be made available again. I think people
would find them useful includin
Nice, I was just looking into using code::blocks. Unfortunately the rapidshar
link is not working anymore. Any chance you can post the files again?
Have they made it to the wiki?
/stefanix
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http://forum.openscenegraph.org/viewtopic.php?p=13972#1397
Thanks Stephan, you answer was very helpful. After some headbanging I have it
working seemingly flawless. Here is the code for reference:
Code:
osg::Vec3d rayIntersectWithXYPlane(float x, float y, osg::Node* widget) {
// flip mouse y axis
y = ofGetHeight() - y; //important
o
So I found some code for intersecting a line with a plane.
What I am missing is how do I translate the mouse pointer
coordinates into a line expressed in local coordinates?
Here the intersection code if anybody is interested:
Code:
bool getPlaneLineIntersection(const osg::Vec4d& plane,
So far so good. The culling works as expected. I can now define a custom active
invisible area and the picking works with it. Unfortunately it did not quite
tackle my problem with dragging.
The question have now: How do I manually intersect a ray with the x/y-plane of
geode?
The problem I have
I think I just found some code that would do what I want. Let me know if there
is a better way of doing this both in regard of the custom active area and the
drag issue.
So I found this in osgManipulator but I belive I could use this code
independantly of it. The idea is to add a cull callback
Hi osg crew,
Learning osg has been really interesting and the documentation got so much
better since the last time I checked it out. Congrats!
How do I add invisible (always culled) geometry to a geode that can be picked?
What I want to do is control the active area independently from that visi
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