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  #1  
06-06-2011 10:24 PM
Osg-users member admin is online now
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Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.

1. To start off with, then I go into the folder containing OSG and run:
cmake -DBUILD_OSG_EXAMPLES=1

I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Am I missing debug libraries or something, what gives?

3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Thanks!

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40137#40137





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  #2  
06-06-2011 11:10 PM
Osg-users member admin is online now
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Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.

1. To start off with, then I go into the folder containing OSG and run:
cmake -DBUILD_OSG_EXAMPLES=1

I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Am I missing debug libraries or something, what gives?

3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Thanks!

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40137#40137





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)
On 6/6/2011 3:24 PM, basil huffman wrote:
> Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.
> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

Do you have the 3rdparty libs package? It includes some of those, and the rest aren't
critical.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Which lib files is it looking for?

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

There's the OSG Quickstart guide, have you seen that?

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Maybe, maybe not. Tell us more about what you're seeking to do and then we can advise.

--
Chris 'Xenon' Hanson, omo sanza lettere. http://www.alphapixel.com/
Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting.
"There is no Truth. There is only Perception. To Perceive is to Exist." - Xen
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  #3  
07-06-2011 02:22 AM
Osg-users member admin is online now
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Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.

1. To start off with, then I go into the folder containing OSG and run:
cmake -DBUILD_OSG_EXAMPLES=1

I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Am I missing debug libraries or something, what gives?

3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Thanks!

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40137#40137





_______________________________________________
osg-users mailing list
osg-
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
)
On 6/6/2011 3:24 PM, basil huffman wrote:
> Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.
> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

Do you have the 3rdparty libs package? It includes some of those, and the rest aren't
critical.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Which lib files is it looking for?

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

There's the OSG Quickstart guide, have you seen that?

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Maybe, maybe not. Tell us more about what you're seeking to do and then we can advise.

--
Chris 'Xenon' Hanson, omo sanza lettere. http://www.alphapixel.com/
Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting.
"There is no Truth. There is only Perception. To Perceive is to Exist." - Xen
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)
Hello Basil,

First piece of advice, take things one step at a time, it might seem
like a lot but it's all easy once you get through it once.

Also, you seem to be going at this blind. Do you know about OSG's main site?

http://www.openscenegraph.org/projects/osg/

From there, you can follow the Documentation link on the right, and you
can click "Getting Started" to get an intro with Linux/Unix-centric
build instructions, or you can go to "Platform Specifics" and then
"Windows - Visual Studio" to get Windows-specific build instructions.
Here's the direct link:

http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio

> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
>
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

This is the CMake command-line tool. You seem to be building for Windows
(from what you say below) so I recommend you use the CMake GUI because
it will give you a list of the available settings you can modify. Until
you know what settings you need to modify, the GUI will be a good tool
to get your bearings.

Next, about those libs it says you're missing. You can get a prebuilt
dependencies package for Visual Studio 2008 here:

http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies

This will take care of the most important dependencies (IMHO the most
important are jpeg, png, gif, etc. to be able to load textures from
images, and freetype to be able to load fonts to display text). But all
in all, most dependencies are entirely optional. OpenAL, CURL,
WxWidgets, Qt, etc fall into that category. If you want to use them, you
can download binaries or build them from source, and then enter the
relevant paths to includes and libraries in the CMake GUI, but until you
know you need a specific dependency, you can assume you don't.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e.d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.
>
> Am I missing debug libraries or something, what gives?

If you downloaded the OSG source, you need to compile the whole OSG, not
just an example. Here you're trying to compile an example without having
compiled OSG itself, so of course it won't find the libraries. This is
what I mean when I say to take things one step at a time. You're
skipping whole steps by opening one specific example's project file.

So, one step at a time.

1. Open the CMake GUI

2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
tree) onto the CMake GUI window. This will fill the "where is the
source" and "where to build the binaries" fields, though I recommend you
change the "where to build the binaries" to some other directory so you
don't pollute your source tree. I generally add "/build_x86_vc9" or
something like that to identify which platform/compiler combination I'm
generating project files for.

3. Click Configure a first time. CMake will ask you whether you want to
create the build directory if it doesn't yet exist, then it will ask you
for which platform/compiler you want to generate. I assume you'll want
to select "Visual Studio 9 (2008) (x86)" or something like that.

4. You'll notice the center part of the window will be full of red
fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
directory where you've put the prebuilt dependencies I linked to above.
Then you can click Configure again, CMake will try to find as many of
the dependencies as it can by itself.

5. At this point you can change settings as you see fit. Make sure you
show Advanced Settings at the top of the CMake window, otherwise some
important settings may be hidden, it's an annoying quirk of CMake. If
CMake didn't find some dependency you know you have, you can fill in its
*_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
BUILD_EXAMPLES if you want it to generate project files for all the
examples. Look over the other options you have, but in the end you can
just click Configure until there are no red fields anymore.

I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
which you want to put your compiled binaries, again separate from your
source and build trees. That way you're sure where the different things
are, and you won't get files mixed up between the 3. The directory you
specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
you want to develop an application that uses OSG - it will have an
include, a lib, and a bin subdirectories containing the files you expect.

6. Click Generate. After a few seconds, it will have finished generating
the project files, and you can close the CMake GUI.

7. Open the build directory you specified in "where to build the
binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
Double-click that, and you'll see a solution file with a bunch of
projects, first for the OSG libs themselves, and all the examples,
applications, plugins etc. You can then select either Debug or Release,
right-click the INSTALL project and select Build.

That will start building OSG itself, the plugins, the applications and
the examples. Once all that is built, it will copy the relevant files
into the directory you specified in CMAKE_INSTALL_PREFIX.

You can, from that solution, open up one of the examples' source code
and experiment.

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at

http://www.osgbooks.com/books/osg_qs.html

and is free to download as a PDF. It's a quick read and will give you a
good start. If you want a printed book, you can check out the
OpenSceneGraph Beginner's Guide at

http://www.packtpub.com/openscenegraph-3-0-beginners-guide/book

The OSG web site has some tutorials, but unfortunately I find it's hard
to navigate and some tutorials are out of date. But you should still
have a look as you'll find some good info and explanations. The examples
that come with the source are great for learning, as long as you're
comfortable reading code. :-)

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

I think OSG is a good abstraction over OpenGL concepts. If you want a
lightweight framework you could make your own, but among the current
OpenGL-based frameworks I think it's hard to find something better than
OSG. It's a matter of taste though, try it out and see... What do you
expect us to say, you ask this question on a mailing list called
osg-users! :-)

Hope this helps, and if you have any more questions just ask!

J-S
--
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http://www.cm-labs.com/
http://whitestar02.dyndns-web.com/
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  #4  
07-06-2011 05:34 PM
Osg-users member admin is online now
User
 

Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.

1. To start off with, then I go into the folder containing OSG and run:
cmake -DBUILD_OSG_EXAMPLES=1

I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Am I missing debug libraries or something, what gives?

3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Thanks!

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40137#40137





_______________________________________________
osg-users mailing list
osg-
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
)
On 6/6/2011 3:24 PM, basil huffman wrote:
> Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.
> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

Do you have the 3rdparty libs package? It includes some of those, and the rest aren't
critical.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Which lib files is it looking for?

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

There's the OSG Quickstart guide, have you seen that?

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Maybe, maybe not. Tell us more about what you're seeking to do and then we can advise.

--
Chris 'Xenon' Hanson, omo sanza lettere. http://www.alphapixel.com/
Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting.
"There is no Truth. There is only Perception. To Perceive is to Exist." - Xen
_______________________________________________
osg-users mailing list
osg-
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
)
Hello Basil,

First piece of advice, take things one step at a time, it might seem
like a lot but it's all easy once you get through it once.

Also, you seem to be going at this blind. Do you know about OSG's main site?

http://www.openscenegraph.org/projects/osg/

From there, you can follow the Documentation link on the right, and you
can click "Getting Started" to get an intro with Linux/Unix-centric
build instructions, or you can go to "Platform Specifics" and then
"Windows - Visual Studio" to get Windows-specific build instructions.
Here's the direct link:

http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio

> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
>
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

This is the CMake command-line tool. You seem to be building for Windows
(from what you say below) so I recommend you use the CMake GUI because
it will give you a list of the available settings you can modify. Until
you know what settings you need to modify, the GUI will be a good tool
to get your bearings.

Next, about those libs it says you're missing. You can get a prebuilt
dependencies package for Visual Studio 2008 here:

http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies

This will take care of the most important dependencies (IMHO the most
important are jpeg, png, gif, etc. to be able to load textures from
images, and freetype to be able to load fonts to display text). But all
in all, most dependencies are entirely optional. OpenAL, CURL,
WxWidgets, Qt, etc fall into that category. If you want to use them, you
can download binaries or build them from source, and then enter the
relevant paths to includes and libraries in the CMake GUI, but until you
know you need a specific dependency, you can assume you don't.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e.d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.
>
> Am I missing debug libraries or something, what gives?

If you downloaded the OSG source, you need to compile the whole OSG, not
just an example. Here you're trying to compile an example without having
compiled OSG itself, so of course it won't find the libraries. This is
what I mean when I say to take things one step at a time. You're
skipping whole steps by opening one specific example's project file.

So, one step at a time.

1. Open the CMake GUI

2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
tree) onto the CMake GUI window. This will fill the "where is the
source" and "where to build the binaries" fields, though I recommend you
change the "where to build the binaries" to some other directory so you
don't pollute your source tree. I generally add "/build_x86_vc9" or
something like that to identify which platform/compiler combination I'm
generating project files for.

3. Click Configure a first time. CMake will ask you whether you want to
create the build directory if it doesn't yet exist, then it will ask you
for which platform/compiler you want to generate. I assume you'll want
to select "Visual Studio 9 (2008) (x86)" or something like that.

4. You'll notice the center part of the window will be full of red
fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
directory where you've put the prebuilt dependencies I linked to above.
Then you can click Configure again, CMake will try to find as many of
the dependencies as it can by itself.

5. At this point you can change settings as you see fit. Make sure you
show Advanced Settings at the top of the CMake window, otherwise some
important settings may be hidden, it's an annoying quirk of CMake. If
CMake didn't find some dependency you know you have, you can fill in its
*_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
BUILD_EXAMPLES if you want it to generate project files for all the
examples. Look over the other options you have, but in the end you can
just click Configure until there are no red fields anymore.

I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
which you want to put your compiled binaries, again separate from your
source and build trees. That way you're sure where the different things
are, and you won't get files mixed up between the 3. The directory you
specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
you want to develop an application that uses OSG - it will have an
include, a lib, and a bin subdirectories containing the files you expect.

6. Click Generate. After a few seconds, it will have finished generating
the project files, and you can close the CMake GUI.

7. Open the build directory you specified in "where to build the
binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
Double-click that, and you'll see a solution file with a bunch of
projects, first for the OSG libs themselves, and all the examples,
applications, plugins etc. You can then select either Debug or Release,
right-click the INSTALL project and select Build.

That will start building OSG itself, the plugins, the applications and
the examples. Once all that is built, it will copy the relevant files
into the directory you specified in CMAKE_INSTALL_PREFIX.

You can, from that solution, open up one of the examples' source code
and experiment.

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at

http://www.osgbooks.com/books/osg_qs.html

and is free to download as a PDF. It's a quick read and will give you a
good start. If you want a printed book, you can check out the
OpenSceneGraph Beginner's Guide at

http://www.packtpub.com/openscenegraph-3-0-beginners-guide/book

The OSG web site has some tutorials, but unfortunately I find it's hard
to navigate and some tutorials are out of date. But you should still
have a look as you'll find some good info and explanations. The examples
that come with the source are great for learning, as long as you're
comfortable reading code. :-)

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

I think OSG is a good abstraction over OpenGL concepts. If you want a
lightweight framework you could make your own, but among the current
OpenGL-based frameworks I think it's hard to find something better than
OSG. It's a matter of taste though, try it out and see... What do you
expect us to say, you ask this question on a mailing list called
osg-users! :-)

Hope this helps, and if you have any more questions just ask!

J-S
--
______________________________________________________
Jean-Sebastien Guay jean-
http://www.cm-labs.com/
http://whitestar02.dyndns-web.com/
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Thanks for the post, very helpful. I just have some follow-up questions.


Skylark wrote:
> Hello Basil,
>
> First piece of advice, take things one step at a time, it might seem
> like a lot but it's all easy once you get through it once.
>
> Also, you seem to be going at this blind. Do you know about OSG's main site?
>
>
>
> From there, you can follow the Documentation link on the right, and you
> can click "Getting Started" to get an intro with Linux/Unix-centric
> build instructions, or you can go to "Platform Specifics" and then
> "Windows - Visual Studio" to get Windows-specific build instructions.
> Here's the direct link:
>
>
>
> This is the CMake command-line tool. You seem to be building for Windows
> (from what you say below) so I recommend you use the CMake GUI because
> it will give you a list of the available settings you can modify. Until
> you know what settings you need to modify, the GUI will be a good tool
> to get your bearings.
>
> Next, about those libs it says you're missing. You can get a prebuilt
> dependencies package for Visual Studio 2008 here:
>
>
>
> This will take care of the most important dependencies (IMHO the most
> important are jpeg, png, gif, etc. to be able to load textures from
> images, and freetype to be able to load fonts to display text). But all
> in all, most dependencies are entirely optional. OpenAL, CURL,
> WxWidgets, Qt, etc fall into that category. If you want to use them, you
> can download binaries or build them from source, and then enter the
> relevant paths to includes and libraries in the CMake GUI, but until you
> know you need a specific dependency, you can assume you don't.
>

I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself proved fruitless...


>
>
> If you downloaded the OSG source, you need to compile the whole OSG, not
> just an example. Here you're trying to compile an example without having
> compiled OSG itself, so of course it won't find the libraries. This is
> what I mean when I say to take things one step at a time. You're
> skipping whole steps by opening one specific example's project file.
>
> So, one step at a time.
>
> 1. Open the CMake GUI
>
> 2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
> tree) onto the CMake GUI window. This will fill the "where is the
> source" and "where to build the binaries" fields, though I recommend you
> change the "where to build the binaries" to some other directory so you
> don't pollute your source tree. I generally add "/build_x86_vc9" or
> something like that to identify which platform/compiler combination I'm
> generating project files for.
>
> 3. Click Configure a first time. CMake will ask you whether you want to
> create the build directory if it doesn't yet exist, then it will ask you
> for which platform/compiler you want to generate. I assume you'll want
> to select "Visual Studio 9 (2008) (x86)" or something like that.
>
> 4. You'll notice the center part of the window will be full of red
> fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
> directory where you've put the prebuilt dependencies I linked to above.
> Then you can click Configure again, CMake will try to find as many of
> the dependencies as it can by itself.
>


this would just be /OpenSceneGraph/bin correct?


>
>
> 5. At this point you can change settings as you see fit. Make sure you
> show Advanced Settings at the top of the CMake window, otherwise some
> important settings may be hidden, it's an annoying quirk of CMake. If
> CMake didn't find some dependency you know you have, you can fill in its
> *_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
> BUILD_EXAMPLES if you want it to generate project files for all the
> examples. Look over the other options you have, but in the end you can
> just click Configure until there are no red fields anymore.
>
> I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
> which you want to put your compiled binaries, again separate from your
> source and build trees. That way you're sure where the different things
> are, and you won't get files mixed up between the 3. The directory you
> specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
> you want to develop an application that uses OSG - it will have an
> include, a lib, and a bin subdirectories containing the files you expect.
>
> 6. Click Generate. After a few seconds, it will have finished generating
> the project files, and you can close the CMake GUI.
>
> 7. Open the build directory you specified in "where to build the
> binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
> Double-click that, and you'll see a solution file with a bunch of
> projects, first for the OSG libs themselves, and all the examples,
> applications, plugins etc. You can then select either Debug or Release,
> right-click the INSTALL project and select Build.
>
> That will start building OSG itself, the plugins, the applications and
> the examples. Once all that is built, it will copy the relevant files
> into the directory you specified in CMAKE_INSTALL_PREFIX.
>
> You can, from that solution, open up one of the examples' source code
> and experiment.
>
> Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at
>
>
>
> and is free to download as a PDF. It's a quick read and will give you a
> good start. If you want a printed book, you can check out the
> OpenSceneGraph Beginner's Guide at
>
>
>
> The OSG web site has some tutorials, but unfortunately I find it's hard
> to navigate and some tutorials are out of date. But you should still
> have a look as you'll find some good info and explanations. The examples
> that come with the source are great for learning, as long as you're
> comfortable reading code. :-)
>
> I think OSG is a good abstraction over OpenGL concepts. If you want a
> lightweight framework you could make your own, but among the current
> OpenGL-based frameworks I think it's hard to find something better than
> OSG. It's a matter of taste though, try it out and see... What do you
> expect us to say, you ask this question on a mailing list called
> osg-users! :-)
>
> Hope this helps, and if you have any more questions just ask!
>
> J-S
>


Thanks for the reply. I will take a look at the tutorials. I'm not trying to offend why my question on OSG. I'm not really doing anything super intensive. I wrote a C++ application to cluster 3d space trajectories, and I just want to output the generated clusters (from a plain text file). I don't wanna be doing overkill on this, I just want something quick and easy I suppose.

Thanks once again.

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  #5  
07-06-2011 05:44 PM
Osg-users member admin is online now
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Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.

1. To start off with, then I go into the folder containing OSG and run:
cmake -DBUILD_OSG_EXAMPLES=1

I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Am I missing debug libraries or something, what gives?

3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Thanks!

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http://forum.openscenegraph.org/viewtopic.php?p=40137#40137





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On 6/6/2011 3:24 PM, basil huffman wrote:
> Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.
> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

Do you have the 3rdparty libs package? It includes some of those, and the rest aren't
critical.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Which lib files is it looking for?

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

There's the OSG Quickstart guide, have you seen that?

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Maybe, maybe not. Tell us more about what you're seeking to do and then we can advise.

--
Chris 'Xenon' Hanson, omo sanza lettere. http://www.alphapixel.com/
Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting.
"There is no Truth. There is only Perception. To Perceive is to Exist." - Xen
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)
Hello Basil,

First piece of advice, take things one step at a time, it might seem
like a lot but it's all easy once you get through it once.

Also, you seem to be going at this blind. Do you know about OSG's main site?

http://www.openscenegraph.org/projects/osg/

From there, you can follow the Documentation link on the right, and you
can click "Getting Started" to get an intro with Linux/Unix-centric
build instructions, or you can go to "Platform Specifics" and then
"Windows - Visual Studio" to get Windows-specific build instructions.
Here's the direct link:

http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio

> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
>
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

This is the CMake command-line tool. You seem to be building for Windows
(from what you say below) so I recommend you use the CMake GUI because
it will give you a list of the available settings you can modify. Until
you know what settings you need to modify, the GUI will be a good tool
to get your bearings.

Next, about those libs it says you're missing. You can get a prebuilt
dependencies package for Visual Studio 2008 here:

http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies

This will take care of the most important dependencies (IMHO the most
important are jpeg, png, gif, etc. to be able to load textures from
images, and freetype to be able to load fonts to display text). But all
in all, most dependencies are entirely optional. OpenAL, CURL,
WxWidgets, Qt, etc fall into that category. If you want to use them, you
can download binaries or build them from source, and then enter the
relevant paths to includes and libraries in the CMake GUI, but until you
know you need a specific dependency, you can assume you don't.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e.d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.
>
> Am I missing debug libraries or something, what gives?

If you downloaded the OSG source, you need to compile the whole OSG, not
just an example. Here you're trying to compile an example without having
compiled OSG itself, so of course it won't find the libraries. This is
what I mean when I say to take things one step at a time. You're
skipping whole steps by opening one specific example's project file.

So, one step at a time.

1. Open the CMake GUI

2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
tree) onto the CMake GUI window. This will fill the "where is the
source" and "where to build the binaries" fields, though I recommend you
change the "where to build the binaries" to some other directory so you
don't pollute your source tree. I generally add "/build_x86_vc9" or
something like that to identify which platform/compiler combination I'm
generating project files for.

3. Click Configure a first time. CMake will ask you whether you want to
create the build directory if it doesn't yet exist, then it will ask you
for which platform/compiler you want to generate. I assume you'll want
to select "Visual Studio 9 (2008) (x86)" or something like that.

4. You'll notice the center part of the window will be full of red
fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
directory where you've put the prebuilt dependencies I linked to above.
Then you can click Configure again, CMake will try to find as many of
the dependencies as it can by itself.

5. At this point you can change settings as you see fit. Make sure you
show Advanced Settings at the top of the CMake window, otherwise some
important settings may be hidden, it's an annoying quirk of CMake. If
CMake didn't find some dependency you know you have, you can fill in its
*_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
BUILD_EXAMPLES if you want it to generate project files for all the
examples. Look over the other options you have, but in the end you can
just click Configure until there are no red fields anymore.

I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
which you want to put your compiled binaries, again separate from your
source and build trees. That way you're sure where the different things
are, and you won't get files mixed up between the 3. The directory you
specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
you want to develop an application that uses OSG - it will have an
include, a lib, and a bin subdirectories containing the files you expect.

6. Click Generate. After a few seconds, it will have finished generating
the project files, and you can close the CMake GUI.

7. Open the build directory you specified in "where to build the
binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
Double-click that, and you'll see a solution file with a bunch of
projects, first for the OSG libs themselves, and all the examples,
applications, plugins etc. You can then select either Debug or Release,
right-click the INSTALL project and select Build.

That will start building OSG itself, the plugins, the applications and
the examples. Once all that is built, it will copy the relevant files
into the directory you specified in CMAKE_INSTALL_PREFIX.

You can, from that solution, open up one of the examples' source code
and experiment.

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at

http://www.osgbooks.com/books/osg_qs.html

and is free to download as a PDF. It's a quick read and will give you a
good start. If you want a printed book, you can check out the
OpenSceneGraph Beginner's Guide at

http://www.packtpub.com/openscenegraph-3-0-beginners-guide/book

The OSG web site has some tutorials, but unfortunately I find it's hard
to navigate and some tutorials are out of date. But you should still
have a look as you'll find some good info and explanations. The examples
that come with the source are great for learning, as long as you're
comfortable reading code. :-)

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

I think OSG is a good abstraction over OpenGL concepts. If you want a
lightweight framework you could make your own, but among the current
OpenGL-based frameworks I think it's hard to find something better than
OSG. It's a matter of taste though, try it out and see... What do you
expect us to say, you ask this question on a mailing list called
osg-users! :-)

Hope this helps, and if you have any more questions just ask!

J-S
--
______________________________________________________
Jean-Sebastien Guay jean-
http://www.cm-labs.com/
http://whitestar02.dyndns-web.com/
_______________________________________________
osg-users mailing list
osg-
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
)
Thanks for the post, very helpful. I just have some follow-up questions.


Skylark wrote:
> Hello Basil,
>
> First piece of advice, take things one step at a time, it might seem
> like a lot but it's all easy once you get through it once.
>
> Also, you seem to be going at this blind. Do you know about OSG's main site?
>
>
>
> From there, you can follow the Documentation link on the right, and you
> can click "Getting Started" to get an intro with Linux/Unix-centric
> build instructions, or you can go to "Platform Specifics" and then
> "Windows - Visual Studio" to get Windows-specific build instructions.
> Here's the direct link:
>
>
>
> This is the CMake command-line tool. You seem to be building for Windows
> (from what you say below) so I recommend you use the CMake GUI because
> it will give you a list of the available settings you can modify. Until
> you know what settings you need to modify, the GUI will be a good tool
> to get your bearings.
>
> Next, about those libs it says you're missing. You can get a prebuilt
> dependencies package for Visual Studio 2008 here:
>
>
>
> This will take care of the most important dependencies (IMHO the most
> important are jpeg, png, gif, etc. to be able to load textures from
> images, and freetype to be able to load fonts to display text). But all
> in all, most dependencies are entirely optional. OpenAL, CURL,
> WxWidgets, Qt, etc fall into that category. If you want to use them, you
> can download binaries or build them from source, and then enter the
> relevant paths to includes and libraries in the CMake GUI, but until you
> know you need a specific dependency, you can assume you don't.
>

I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself proved fruitless...


>
>
> If you downloaded the OSG source, you need to compile the whole OSG, not
> just an example. Here you're trying to compile an example without having
> compiled OSG itself, so of course it won't find the libraries. This is
> what I mean when I say to take things one step at a time. You're
> skipping whole steps by opening one specific example's project file.
>
> So, one step at a time.
>
> 1. Open the CMake GUI
>
> 2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
> tree) onto the CMake GUI window. This will fill the "where is the
> source" and "where to build the binaries" fields, though I recommend you
> change the "where to build the binaries" to some other directory so you
> don't pollute your source tree. I generally add "/build_x86_vc9" or
> something like that to identify which platform/compiler combination I'm
> generating project files for.
>
> 3. Click Configure a first time. CMake will ask you whether you want to
> create the build directory if it doesn't yet exist, then it will ask you
> for which platform/compiler you want to generate. I assume you'll want
> to select "Visual Studio 9 (2008) (x86)" or something like that.
>
> 4. You'll notice the center part of the window will be full of red
> fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
> directory where you've put the prebuilt dependencies I linked to above.
> Then you can click Configure again, CMake will try to find as many of
> the dependencies as it can by itself.
>


this would just be /OpenSceneGraph/bin correct?


>
>
> 5. At this point you can change settings as you see fit. Make sure you
> show Advanced Settings at the top of the CMake window, otherwise some
> important settings may be hidden, it's an annoying quirk of CMake. If
> CMake didn't find some dependency you know you have, you can fill in its
> *_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
> BUILD_EXAMPLES if you want it to generate project files for all the
> examples. Look over the other options you have, but in the end you can
> just click Configure until there are no red fields anymore.
>
> I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
> which you want to put your compiled binaries, again separate from your
> source and build trees. That way you're sure where the different things
> are, and you won't get files mixed up between the 3. The directory you
> specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
> you want to develop an application that uses OSG - it will have an
> include, a lib, and a bin subdirectories containing the files you expect.
>
> 6. Click Generate. After a few seconds, it will have finished generating
> the project files, and you can close the CMake GUI.
>
> 7. Open the build directory you specified in "where to build the
> binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
> Double-click that, and you'll see a solution file with a bunch of
> projects, first for the OSG libs themselves, and all the examples,
> applications, plugins etc. You can then select either Debug or Release,
> right-click the INSTALL project and select Build.
>
> That will start building OSG itself, the plugins, the applications and
> the examples. Once all that is built, it will copy the relevant files
> into the directory you specified in CMAKE_INSTALL_PREFIX.
>
> You can, from that solution, open up one of the examples' source code
> and experiment.
>
> Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at
>
>
>
> and is free to download as a PDF. It's a quick read and will give you a
> good start. If you want a printed book, you can check out the
> OpenSceneGraph Beginner's Guide at
>
>
>
> The OSG web site has some tutorials, but unfortunately I find it's hard
> to navigate and some tutorials are out of date. But you should still
> have a look as you'll find some good info and explanations. The examples
> that come with the source are great for learning, as long as you're
> comfortable reading code. :-)
>
> I think OSG is a good abstraction over OpenGL concepts. If you want a
> lightweight framework you could make your own, but among the current
> OpenGL-based frameworks I think it's hard to find something better than
> OSG. It's a matter of taste though, try it out and see... What do you
> expect us to say, you ask this question on a mailing list called
> osg-users! :-)
>
> Hope this helps, and if you have any more questions just ask!
>
> J-S
>


Thanks for the reply. I will take a look at the tutorials. I'm not trying to offend why my question on OSG. I'm not really doing anything super intensive. I wrote a C++ application to cluster 3d space trajectories, and I just want to output the generated clusters (from a plain text file). I don't wanna be doing overkill on this, I just want something quick and easy I suppose.

Thanks once again.

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40172#40172





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)
Hi Basil,

> I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself proved fruitless...

They should be part of the package you have, it's just that CMake didn't
pick them up. They'll generally be the same as the *_RELEASE versions,
but with a "d" or "_D" at the end. Look for them in your 3rdparty directory.

>> 4. You'll notice the center part of the window will be full of red
>> fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
>> directory where you've put the prebuilt dependencies I linked to above.
>> Then you can click Configure again, CMake will try to find as many of
>> the dependencies as it can by itself.
>
> this would just be /OpenSceneGraph/bin correct?

No, it will be the directory where you unzipped the 3rd party
dependencies package... It's the directory where you want CMake to look
for 3rd party libraries.

> Thanks for the reply. I will take a look at the tutorials. I'm not trying to offend why my question on OSG. I'm not really doing anything super intensive. I wrote a C++ application to cluster 3d space trajectories, and I just want to output the generated clusters (from a plain text file). I don't wanna be doing overkill on this, I just want something quick and easy I suppose.

Oh, you didn't offend me (or anyone else I bet) with your question, we
all want to use the best tool for the job. I think in this respect OSG
can scale nicely, letting you complete your simple project now and
scaling up to more complex ones later if the need arises.

Hope this helps,

J-S
--
______________________________________________________
Jean-Sebastien Guay jean-
http://www.cm-labs.com/
http://whitestar02.dyndns-web.com/
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  #6  
07-06-2011 05:50 PM
Osg-users member admin is online now
User
 

Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.

1. To start off with, then I go into the folder containing OSG and run:
cmake -DBUILD_OSG_EXAMPLES=1

I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Am I missing debug libraries or something, what gives?

3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Thanks!

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40137#40137





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On 6/6/2011 3:24 PM, basil huffman wrote:
> Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.
> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

Do you have the 3rdparty libs package? It includes some of those, and the rest aren't
critical.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Which lib files is it looking for?

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

There's the OSG Quickstart guide, have you seen that?

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Maybe, maybe not. Tell us more about what you're seeking to do and then we can advise.

--
Chris 'Xenon' Hanson, omo sanza lettere. http://www.alphapixel.com/
Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting.
"There is no Truth. There is only Perception. To Perceive is to Exist." - Xen
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Hello Basil,

First piece of advice, take things one step at a time, it might seem
like a lot but it's all easy once you get through it once.

Also, you seem to be going at this blind. Do you know about OSG's main site?

http://www.openscenegraph.org/projects/osg/

From there, you can follow the Documentation link on the right, and you
can click "Getting Started" to get an intro with Linux/Unix-centric
build instructions, or you can go to "Platform Specifics" and then
"Windows - Visual Studio" to get Windows-specific build instructions.
Here's the direct link:

http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio

> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
>
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

This is the CMake command-line tool. You seem to be building for Windows
(from what you say below) so I recommend you use the CMake GUI because
it will give you a list of the available settings you can modify. Until
you know what settings you need to modify, the GUI will be a good tool
to get your bearings.

Next, about those libs it says you're missing. You can get a prebuilt
dependencies package for Visual Studio 2008 here:

http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies

This will take care of the most important dependencies (IMHO the most
important are jpeg, png, gif, etc. to be able to load textures from
images, and freetype to be able to load fonts to display text). But all
in all, most dependencies are entirely optional. OpenAL, CURL,
WxWidgets, Qt, etc fall into that category. If you want to use them, you
can download binaries or build them from source, and then enter the
relevant paths to includes and libraries in the CMake GUI, but until you
know you need a specific dependency, you can assume you don't.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e.d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.
>
> Am I missing debug libraries or something, what gives?

If you downloaded the OSG source, you need to compile the whole OSG, not
just an example. Here you're trying to compile an example without having
compiled OSG itself, so of course it won't find the libraries. This is
what I mean when I say to take things one step at a time. You're
skipping whole steps by opening one specific example's project file.

So, one step at a time.

1. Open the CMake GUI

2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
tree) onto the CMake GUI window. This will fill the "where is the
source" and "where to build the binaries" fields, though I recommend you
change the "where to build the binaries" to some other directory so you
don't pollute your source tree. I generally add "/build_x86_vc9" or
something like that to identify which platform/compiler combination I'm
generating project files for.

3. Click Configure a first time. CMake will ask you whether you want to
create the build directory if it doesn't yet exist, then it will ask you
for which platform/compiler you want to generate. I assume you'll want
to select "Visual Studio 9 (2008) (x86)" or something like that.

4. You'll notice the center part of the window will be full of red
fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
directory where you've put the prebuilt dependencies I linked to above.
Then you can click Configure again, CMake will try to find as many of
the dependencies as it can by itself.

5. At this point you can change settings as you see fit. Make sure you
show Advanced Settings at the top of the CMake window, otherwise some
important settings may be hidden, it's an annoying quirk of CMake. If
CMake didn't find some dependency you know you have, you can fill in its
*_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
BUILD_EXAMPLES if you want it to generate project files for all the
examples. Look over the other options you have, but in the end you can
just click Configure until there are no red fields anymore.

I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
which you want to put your compiled binaries, again separate from your
source and build trees. That way you're sure where the different things
are, and you won't get files mixed up between the 3. The directory you
specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
you want to develop an application that uses OSG - it will have an
include, a lib, and a bin subdirectories containing the files you expect.

6. Click Generate. After a few seconds, it will have finished generating
the project files, and you can close the CMake GUI.

7. Open the build directory you specified in "where to build the
binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
Double-click that, and you'll see a solution file with a bunch of
projects, first for the OSG libs themselves, and all the examples,
applications, plugins etc. You can then select either Debug or Release,
right-click the INSTALL project and select Build.

That will start building OSG itself, the plugins, the applications and
the examples. Once all that is built, it will copy the relevant files
into the directory you specified in CMAKE_INSTALL_PREFIX.

You can, from that solution, open up one of the examples' source code
and experiment.

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at

http://www.osgbooks.com/books/osg_qs.html

and is free to download as a PDF. It's a quick read and will give you a
good start. If you want a printed book, you can check out the
OpenSceneGraph Beginner's Guide at

http://www.packtpub.com/openscenegraph-3-0-beginners-guide/book

The OSG web site has some tutorials, but unfortunately I find it's hard
to navigate and some tutorials are out of date. But you should still
have a look as you'll find some good info and explanations. The examples
that come with the source are great for learning, as long as you're
comfortable reading code. :-)

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

I think OSG is a good abstraction over OpenGL concepts. If you want a
lightweight framework you could make your own, but among the current
OpenGL-based frameworks I think it's hard to find something better than
OSG. It's a matter of taste though, try it out and see... What do you
expect us to say, you ask this question on a mailing list called
osg-users! :-)

Hope this helps, and if you have any more questions just ask!

J-S
--
______________________________________________________
Jean-Sebastien Guay jean-
http://www.cm-labs.com/
http://whitestar02.dyndns-web.com/
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)
Thanks for the post, very helpful. I just have some follow-up questions.


Skylark wrote:
> Hello Basil,
>
> First piece of advice, take things one step at a time, it might seem
> like a lot but it's all easy once you get through it once.
>
> Also, you seem to be going at this blind. Do you know about OSG's main site?
>
>
>
> From there, you can follow the Documentation link on the right, and you
> can click "Getting Started" to get an intro with Linux/Unix-centric
> build instructions, or you can go to "Platform Specifics" and then
> "Windows - Visual Studio" to get Windows-specific build instructions.
> Here's the direct link:
>
>
>
> This is the CMake command-line tool. You seem to be building for Windows
> (from what you say below) so I recommend you use the CMake GUI because
> it will give you a list of the available settings you can modify. Until
> you know what settings you need to modify, the GUI will be a good tool
> to get your bearings.
>
> Next, about those libs it says you're missing. You can get a prebuilt
> dependencies package for Visual Studio 2008 here:
>
>
>
> This will take care of the most important dependencies (IMHO the most
> important are jpeg, png, gif, etc. to be able to load textures from
> images, and freetype to be able to load fonts to display text). But all
> in all, most dependencies are entirely optional. OpenAL, CURL,
> WxWidgets, Qt, etc fall into that category. If you want to use them, you
> can download binaries or build them from source, and then enter the
> relevant paths to includes and libraries in the CMake GUI, but until you
> know you need a specific dependency, you can assume you don't.
>

I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself proved fruitless...


>
>
> If you downloaded the OSG source, you need to compile the whole OSG, not
> just an example. Here you're trying to compile an example without having
> compiled OSG itself, so of course it won't find the libraries. This is
> what I mean when I say to take things one step at a time. You're
> skipping whole steps by opening one specific example's project file.
>
> So, one step at a time.
>
> 1. Open the CMake GUI
>
> 2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
> tree) onto the CMake GUI window. This will fill the "where is the
> source" and "where to build the binaries" fields, though I recommend you
> change the "where to build the binaries" to some other directory so you
> don't pollute your source tree. I generally add "/build_x86_vc9" or
> something like that to identify which platform/compiler combination I'm
> generating project files for.
>
> 3. Click Configure a first time. CMake will ask you whether you want to
> create the build directory if it doesn't yet exist, then it will ask you
> for which platform/compiler you want to generate. I assume you'll want
> to select "Visual Studio 9 (2008) (x86)" or something like that.
>
> 4. You'll notice the center part of the window will be full of red
> fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
> directory where you've put the prebuilt dependencies I linked to above.
> Then you can click Configure again, CMake will try to find as many of
> the dependencies as it can by itself.
>


this would just be /OpenSceneGraph/bin correct?


>
>
> 5. At this point you can change settings as you see fit. Make sure you
> show Advanced Settings at the top of the CMake window, otherwise some
> important settings may be hidden, it's an annoying quirk of CMake. If
> CMake didn't find some dependency you know you have, you can fill in its
> *_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
> BUILD_EXAMPLES if you want it to generate project files for all the
> examples. Look over the other options you have, but in the end you can
> just click Configure until there are no red fields anymore.
>
> I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
> which you want to put your compiled binaries, again separate from your
> source and build trees. That way you're sure where the different things
> are, and you won't get files mixed up between the 3. The directory you
> specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
> you want to develop an application that uses OSG - it will have an
> include, a lib, and a bin subdirectories containing the files you expect.
>
> 6. Click Generate. After a few seconds, it will have finished generating
> the project files, and you can close the CMake GUI.
>
> 7. Open the build directory you specified in "where to build the
> binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
> Double-click that, and you'll see a solution file with a bunch of
> projects, first for the OSG libs themselves, and all the examples,
> applications, plugins etc. You can then select either Debug or Release,
> right-click the INSTALL project and select Build.
>
> That will start building OSG itself, the plugins, the applications and
> the examples. Once all that is built, it will copy the relevant files
> into the directory you specified in CMAKE_INSTALL_PREFIX.
>
> You can, from that solution, open up one of the examples' source code
> and experiment.
>
> Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at
>
>
>
> and is free to download as a PDF. It's a quick read and will give you a
> good start. If you want a printed book, you can check out the
> OpenSceneGraph Beginner's Guide at
>
>
>
> The OSG web site has some tutorials, but unfortunately I find it's hard
> to navigate and some tutorials are out of date. But you should still
> have a look as you'll find some good info and explanations. The examples
> that come with the source are great for learning, as long as you're
> comfortable reading code. :-)
>
> I think OSG is a good abstraction over OpenGL concepts. If you want a
> lightweight framework you could make your own, but among the current
> OpenGL-based frameworks I think it's hard to find something better than
> OSG. It's a matter of taste though, try it out and see... What do you
> expect us to say, you ask this question on a mailing list called
> osg-users! :-)
>
> Hope this helps, and if you have any more questions just ask!
>
> J-S
>


Thanks for the reply. I will take a look at the tutorials. I'm not trying to offend why my question on OSG. I'm not really doing anything super intensive. I wrote a C++ application to cluster 3d space trajectories, and I just want to output the generated clusters (from a plain text file). I don't wanna be doing overkill on this, I just want something quick and easy I suppose.

Thanks once again.

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40172#40172





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)
Hi Basil,

> I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself proved fruitless...

They should be part of the package you have, it's just that CMake didn't
pick them up. They'll generally be the same as the *_RELEASE versions,
but with a "d" or "_D" at the end. Look for them in your 3rdparty directory.

>> 4. You'll notice the center part of the window will be full of red
>> fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
>> directory where you've put the prebuilt dependencies I linked to above.
>> Then you can click Configure again, CMake will try to find as many of
>> the dependencies as it can by itself.
>
> this would just be /OpenSceneGraph/bin correct?

No, it will be the directory where you unzipped the 3rd party
dependencies package... It's the directory where you want CMake to look
for 3rd party libraries.

> Thanks for the reply. I will take a look at the tutorials. I'm not trying to offend why my question on OSG. I'm not really doing anything super intensive. I wrote a C++ application to cluster 3d space trajectories, and I just want to output the generated clusters (from a plain text file). I don't wanna be doing overkill on this, I just want something quick and easy I suppose.

Oh, you didn't offend me (or anyone else I bet) with your question, we
all want to use the best tool for the job. I think in this respect OSG
can scale nicely, letting you complete your simple project now and
scaling up to more complex ones later if the need arises.

Hope this helps,

J-S
--
______________________________________________________
Jean-Sebastien Guay jean-
http://www.cm-labs.com/
http://whitestar02.dyndns-web.com/
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)
On Tue, Jun 7, 2011 at 11:44 AM, Jean-Sébastien Guay <
jean-> wrote:

> Hi Basil,
>
>
> I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG,
>> GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG,
>> TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get
>> these? A morning filled with googling and trying to build them myself proved
>> fruitless...
>>
>
> They should be part of the package you have, it's just that CMake didn't
> pick them up. They'll generally be the same as the *_RELEASE versions, but
> with a "d" or "_D" at the end. Look for them in your 3rdparty directory.
>
>
>
In any case, as long as you can click the "generate" button, any packages
listed as not found are optional. They are likely useful for loading files,
building examples, etc. but if you're just plotting points you won't need
anything special.

--
Ryan Pavlik
HCI Graduate Student
Virtual Reality Applications Center
Iowa State University


http://academic.cleardefinition.com



  #7  
07-06-2011 05:58 PM
Osg-users member admin is online now
User
 

Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.

1. To start off with, then I go into the folder containing OSG and run:
cmake -DBUILD_OSG_EXAMPLES=1

I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Am I missing debug libraries or something, what gives?

3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Thanks!

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40137#40137





_______________________________________________
osg-users mailing list
osg-
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
)
On 6/6/2011 3:24 PM, basil huffman wrote:
> Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.
> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

Do you have the 3rdparty libs package? It includes some of those, and the rest aren't
critical.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Which lib files is it looking for?

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

There's the OSG Quickstart guide, have you seen that?

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Maybe, maybe not. Tell us more about what you're seeking to do and then we can advise.

--
Chris 'Xenon' Hanson, omo sanza lettere. http://www.alphapixel.com/
Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting.
"There is no Truth. There is only Perception. To Perceive is to Exist." - Xen
_______________________________________________
osg-users mailing list
osg-
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
)
Hello Basil,

First piece of advice, take things one step at a time, it might seem
like a lot but it's all easy once you get through it once.

Also, you seem to be going at this blind. Do you know about OSG's main site?

http://www.openscenegraph.org/projects/osg/

From there, you can follow the Documentation link on the right, and you
can click "Getting Started" to get an intro with Linux/Unix-centric
build instructions, or you can go to "Platform Specifics" and then
"Windows - Visual Studio" to get Windows-specific build instructions.
Here's the direct link:

http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio

> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
>
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

This is the CMake command-line tool. You seem to be building for Windows
(from what you say below) so I recommend you use the CMake GUI because
it will give you a list of the available settings you can modify. Until
you know what settings you need to modify, the GUI will be a good tool
to get your bearings.

Next, about those libs it says you're missing. You can get a prebuilt
dependencies package for Visual Studio 2008 here:

http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies

This will take care of the most important dependencies (IMHO the most
important are jpeg, png, gif, etc. to be able to load textures from
images, and freetype to be able to load fonts to display text). But all
in all, most dependencies are entirely optional. OpenAL, CURL,
WxWidgets, Qt, etc fall into that category. If you want to use them, you
can download binaries or build them from source, and then enter the
relevant paths to includes and libraries in the CMake GUI, but until you
know you need a specific dependency, you can assume you don't.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e.d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.
>
> Am I missing debug libraries or something, what gives?

If you downloaded the OSG source, you need to compile the whole OSG, not
just an example. Here you're trying to compile an example without having
compiled OSG itself, so of course it won't find the libraries. This is
what I mean when I say to take things one step at a time. You're
skipping whole steps by opening one specific example's project file.

So, one step at a time.

1. Open the CMake GUI

2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
tree) onto the CMake GUI window. This will fill the "where is the
source" and "where to build the binaries" fields, though I recommend you
change the "where to build the binaries" to some other directory so you
don't pollute your source tree. I generally add "/build_x86_vc9" or
something like that to identify which platform/compiler combination I'm
generating project files for.

3. Click Configure a first time. CMake will ask you whether you want to
create the build directory if it doesn't yet exist, then it will ask you
for which platform/compiler you want to generate. I assume you'll want
to select "Visual Studio 9 (2008) (x86)" or something like that.

4. You'll notice the center part of the window will be full of red
fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
directory where you've put the prebuilt dependencies I linked to above.
Then you can click Configure again, CMake will try to find as many of
the dependencies as it can by itself.

5. At this point you can change settings as you see fit. Make sure you
show Advanced Settings at the top of the CMake window, otherwise some
important settings may be hidden, it's an annoying quirk of CMake. If
CMake didn't find some dependency you know you have, you can fill in its
*_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
BUILD_EXAMPLES if you want it to generate project files for all the
examples. Look over the other options you have, but in the end you can
just click Configure until there are no red fields anymore.

I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
which you want to put your compiled binaries, again separate from your
source and build trees. That way you're sure where the different things
are, and you won't get files mixed up between the 3. The directory you
specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
you want to develop an application that uses OSG - it will have an
include, a lib, and a bin subdirectories containing the files you expect.

6. Click Generate. After a few seconds, it will have finished generating
the project files, and you can close the CMake GUI.

7. Open the build directory you specified in "where to build the
binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
Double-click that, and you'll see a solution file with a bunch of
projects, first for the OSG libs themselves, and all the examples,
applications, plugins etc. You can then select either Debug or Release,
right-click the INSTALL project and select Build.

That will start building OSG itself, the plugins, the applications and
the examples. Once all that is built, it will copy the relevant files
into the directory you specified in CMAKE_INSTALL_PREFIX.

You can, from that solution, open up one of the examples' source code
and experiment.

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at

http://www.osgbooks.com/books/osg_qs.html

and is free to download as a PDF. It's a quick read and will give you a
good start. If you want a printed book, you can check out the
OpenSceneGraph Beginner's Guide at

http://www.packtpub.com/openscenegraph-3-0-beginners-guide/book

The OSG web site has some tutorials, but unfortunately I find it's hard
to navigate and some tutorials are out of date. But you should still
have a look as you'll find some good info and explanations. The examples
that come with the source are great for learning, as long as you're
comfortable reading code. :-)

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

I think OSG is a good abstraction over OpenGL concepts. If you want a
lightweight framework you could make your own, but among the current
OpenGL-based frameworks I think it's hard to find something better than
OSG. It's a matter of taste though, try it out and see... What do you
expect us to say, you ask this question on a mailing list called
osg-users! :-)

Hope this helps, and if you have any more questions just ask!

J-S
--
______________________________________________________
Jean-Sebastien Guay jean-
http://www.cm-labs.com/
http://whitestar02.dyndns-web.com/
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)
Thanks for the post, very helpful. I just have some follow-up questions.


Skylark wrote:
> Hello Basil,
>
> First piece of advice, take things one step at a time, it might seem
> like a lot but it's all easy once you get through it once.
>
> Also, you seem to be going at this blind. Do you know about OSG's main site?
>
>
>
> From there, you can follow the Documentation link on the right, and you
> can click "Getting Started" to get an intro with Linux/Unix-centric
> build instructions, or you can go to "Platform Specifics" and then
> "Windows - Visual Studio" to get Windows-specific build instructions.
> Here's the direct link:
>
>
>
> This is the CMake command-line tool. You seem to be building for Windows
> (from what you say below) so I recommend you use the CMake GUI because
> it will give you a list of the available settings you can modify. Until
> you know what settings you need to modify, the GUI will be a good tool
> to get your bearings.
>
> Next, about those libs it says you're missing. You can get a prebuilt
> dependencies package for Visual Studio 2008 here:
>
>
>
> This will take care of the most important dependencies (IMHO the most
> important are jpeg, png, gif, etc. to be able to load textures from
> images, and freetype to be able to load fonts to display text). But all
> in all, most dependencies are entirely optional. OpenAL, CURL,
> WxWidgets, Qt, etc fall into that category. If you want to use them, you
> can download binaries or build them from source, and then enter the
> relevant paths to includes and libraries in the CMake GUI, but until you
> know you need a specific dependency, you can assume you don't.
>

I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself proved fruitless...


>
>
> If you downloaded the OSG source, you need to compile the whole OSG, not
> just an example. Here you're trying to compile an example without having
> compiled OSG itself, so of course it won't find the libraries. This is
> what I mean when I say to take things one step at a time. You're
> skipping whole steps by opening one specific example's project file.
>
> So, one step at a time.
>
> 1. Open the CMake GUI
>
> 2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
> tree) onto the CMake GUI window. This will fill the "where is the
> source" and "where to build the binaries" fields, though I recommend you
> change the "where to build the binaries" to some other directory so you
> don't pollute your source tree. I generally add "/build_x86_vc9" or
> something like that to identify which platform/compiler combination I'm
> generating project files for.
>
> 3. Click Configure a first time. CMake will ask you whether you want to
> create the build directory if it doesn't yet exist, then it will ask you
> for which platform/compiler you want to generate. I assume you'll want
> to select "Visual Studio 9 (2008) (x86)" or something like that.
>
> 4. You'll notice the center part of the window will be full of red
> fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
> directory where you've put the prebuilt dependencies I linked to above.
> Then you can click Configure again, CMake will try to find as many of
> the dependencies as it can by itself.
>


this would just be /OpenSceneGraph/bin correct?


>
>
> 5. At this point you can change settings as you see fit. Make sure you
> show Advanced Settings at the top of the CMake window, otherwise some
> important settings may be hidden, it's an annoying quirk of CMake. If
> CMake didn't find some dependency you know you have, you can fill in its
> *_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
> BUILD_EXAMPLES if you want it to generate project files for all the
> examples. Look over the other options you have, but in the end you can
> just click Configure until there are no red fields anymore.
>
> I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
> which you want to put your compiled binaries, again separate from your
> source and build trees. That way you're sure where the different things
> are, and you won't get files mixed up between the 3. The directory you
> specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
> you want to develop an application that uses OSG - it will have an
> include, a lib, and a bin subdirectories containing the files you expect.
>
> 6. Click Generate. After a few seconds, it will have finished generating
> the project files, and you can close the CMake GUI.
>
> 7. Open the build directory you specified in "where to build the
> binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
> Double-click that, and you'll see a solution file with a bunch of
> projects, first for the OSG libs themselves, and all the examples,
> applications, plugins etc. You can then select either Debug or Release,
> right-click the INSTALL project and select Build.
>
> That will start building OSG itself, the plugins, the applications and
> the examples. Once all that is built, it will copy the relevant files
> into the directory you specified in CMAKE_INSTALL_PREFIX.
>
> You can, from that solution, open up one of the examples' source code
> and experiment.
>
> Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at
>
>
>
> and is free to download as a PDF. It's a quick read and will give you a
> good start. If you want a printed book, you can check out the
> OpenSceneGraph Beginner's Guide at
>
>
>
> The OSG web site has some tutorials, but unfortunately I find it's hard
> to navigate and some tutorials are out of date. But you should still
> have a look as you'll find some good info and explanations. The examples
> that come with the source are great for learning, as long as you're
> comfortable reading code. :-)
>
> I think OSG is a good abstraction over OpenGL concepts. If you want a
> lightweight framework you could make your own, but among the current
> OpenGL-based frameworks I think it's hard to find something better than
> OSG. It's a matter of taste though, try it out and see... What do you
> expect us to say, you ask this question on a mailing list called
> osg-users! :-)
>
> Hope this helps, and if you have any more questions just ask!
>
> J-S
>


Thanks for the reply. I will take a look at the tutorials. I'm not trying to offend why my question on OSG. I'm not really doing anything super intensive. I wrote a C++ application to cluster 3d space trajectories, and I just want to output the generated clusters (from a plain text file). I don't wanna be doing overkill on this, I just want something quick and easy I suppose.

Thanks once again.

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Hi Basil,

> I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself proved fruitless...

They should be part of the package you have, it's just that CMake didn't
pick them up. They'll generally be the same as the *_RELEASE versions,
but with a "d" or "_D" at the end. Look for them in your 3rdparty directory.

>> 4. You'll notice the center part of the window will be full of red
>> fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
>> directory where you've put the prebuilt dependencies I linked to above.
>> Then you can click Configure again, CMake will try to find as many of
>> the dependencies as it can by itself.
>
> this would just be /OpenSceneGraph/bin correct?

No, it will be the directory where you unzipped the 3rd party
dependencies package... It's the directory where you want CMake to look
for 3rd party libraries.

> Thanks for the reply. I will take a look at the tutorials. I'm not trying to offend why my question on OSG. I'm not really doing anything super intensive. I wrote a C++ application to cluster 3d space trajectories, and I just want to output the generated clusters (from a plain text file). I don't wanna be doing overkill on this, I just want something quick and easy I suppose.

Oh, you didn't offend me (or anyone else I bet) with your question, we
all want to use the best tool for the job. I think in this respect OSG
can scale nicely, letting you complete your simple project now and
scaling up to more complex ones later if the need arises.

Hope this helps,

J-S
--
______________________________________________________
Jean-Sebastien Guay jean-
http://www.cm-labs.com/
http://whitestar02.dyndns-web.com/
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)
On Tue, Jun 7, 2011 at 11:44 AM, Jean-Sébastien Guay <
jean-> wrote:

> Hi Basil,
>
>
> I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG,
>> GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG,
>> TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get
>> these? A morning filled with googling and trying to build them myself proved
>> fruitless...
>>
>
> They should be part of the package you have, it's just that CMake didn't
> pick them up. They'll generally be the same as the *_RELEASE versions, but
> with a "d" or "_D" at the end. Look for them in your 3rdparty directory.
>
>
>
In any case, as long as you can click the "generate" button, any packages
listed as not found are optional. They are likely useful for loading files,
building examples, etc. but if you're just plotting points you won't need
anything special.

--
Ryan Pavlik
HCI Graduate Student
Virtual Reality Applications Center
Iowa State University


http://academic.cleardefinition.com


If I were to look at one of the examples, which should I look at first?

I do not see Visual studio solution/project files in a great deal of the examples in the OpenSceneGraph/examples/ directory though...

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  #8  
07-06-2011 06:17 PM
Osg-users member admin is online now
User
 

Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.

1. To start off with, then I go into the folder containing OSG and run:
cmake -DBUILD_OSG_EXAMPLES=1

I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Am I missing debug libraries or something, what gives?

3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Thanks!

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On 6/6/2011 3:24 PM, basil huffman wrote:
> Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.
> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

Do you have the 3rdparty libs package? It includes some of those, and the rest aren't
critical.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Which lib files is it looking for?

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

There's the OSG Quickstart guide, have you seen that?

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Maybe, maybe not. Tell us more about what you're seeking to do and then we can advise.

--
Chris 'Xenon' Hanson, omo sanza lettere. http://www.alphapixel.com/
Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting.
"There is no Truth. There is only Perception. To Perceive is to Exist." - Xen
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)
Hello Basil,

First piece of advice, take things one step at a time, it might seem
like a lot but it's all easy once you get through it once.

Also, you seem to be going at this blind. Do you know about OSG's main site?

http://www.openscenegraph.org/projects/osg/

From there, you can follow the Documentation link on the right, and you
can click "Getting Started" to get an intro with Linux/Unix-centric
build instructions, or you can go to "Platform Specifics" and then
"Windows - Visual Studio" to get Windows-specific build instructions.
Here's the direct link:

http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio

> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
>
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

This is the CMake command-line tool. You seem to be building for Windows
(from what you say below) so I recommend you use the CMake GUI because
it will give you a list of the available settings you can modify. Until
you know what settings you need to modify, the GUI will be a good tool
to get your bearings.

Next, about those libs it says you're missing. You can get a prebuilt
dependencies package for Visual Studio 2008 here:

http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies

This will take care of the most important dependencies (IMHO the most
important are jpeg, png, gif, etc. to be able to load textures from
images, and freetype to be able to load fonts to display text). But all
in all, most dependencies are entirely optional. OpenAL, CURL,
WxWidgets, Qt, etc fall into that category. If you want to use them, you
can download binaries or build them from source, and then enter the
relevant paths to includes and libraries in the CMake GUI, but until you
know you need a specific dependency, you can assume you don't.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e.d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.
>
> Am I missing debug libraries or something, what gives?

If you downloaded the OSG source, you need to compile the whole OSG, not
just an example. Here you're trying to compile an example without having
compiled OSG itself, so of course it won't find the libraries. This is
what I mean when I say to take things one step at a time. You're
skipping whole steps by opening one specific example's project file.

So, one step at a time.

1. Open the CMake GUI

2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
tree) onto the CMake GUI window. This will fill the "where is the
source" and "where to build the binaries" fields, though I recommend you
change the "where to build the binaries" to some other directory so you
don't pollute your source tree. I generally add "/build_x86_vc9" or
something like that to identify which platform/compiler combination I'm
generating project files for.

3. Click Configure a first time. CMake will ask you whether you want to
create the build directory if it doesn't yet exist, then it will ask you
for which platform/compiler you want to generate. I assume you'll want
to select "Visual Studio 9 (2008) (x86)" or something like that.

4. You'll notice the center part of the window will be full of red
fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
directory where you've put the prebuilt dependencies I linked to above.
Then you can click Configure again, CMake will try to find as many of
the dependencies as it can by itself.

5. At this point you can change settings as you see fit. Make sure you
show Advanced Settings at the top of the CMake window, otherwise some
important settings may be hidden, it's an annoying quirk of CMake. If
CMake didn't find some dependency you know you have, you can fill in its
*_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
BUILD_EXAMPLES if you want it to generate project files for all the
examples. Look over the other options you have, but in the end you can
just click Configure until there are no red fields anymore.

I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
which you want to put your compiled binaries, again separate from your
source and build trees. That way you're sure where the different things
are, and you won't get files mixed up between the 3. The directory you
specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
you want to develop an application that uses OSG - it will have an
include, a lib, and a bin subdirectories containing the files you expect.

6. Click Generate. After a few seconds, it will have finished generating
the project files, and you can close the CMake GUI.

7. Open the build directory you specified in "where to build the
binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
Double-click that, and you'll see a solution file with a bunch of
projects, first for the OSG libs themselves, and all the examples,
applications, plugins etc. You can then select either Debug or Release,
right-click the INSTALL project and select Build.

That will start building OSG itself, the plugins, the applications and
the examples. Once all that is built, it will copy the relevant files
into the directory you specified in CMAKE_INSTALL_PREFIX.

You can, from that solution, open up one of the examples' source code
and experiment.

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at

http://www.osgbooks.com/books/osg_qs.html

and is free to download as a PDF. It's a quick read and will give you a
good start. If you want a printed book, you can check out the
OpenSceneGraph Beginner's Guide at

http://www.packtpub.com/openscenegraph-3-0-beginners-guide/book

The OSG web site has some tutorials, but unfortunately I find it's hard
to navigate and some tutorials are out of date. But you should still
have a look as you'll find some good info and explanations. The examples
that come with the source are great for learning, as long as you're
comfortable reading code. :-)

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

I think OSG is a good abstraction over OpenGL concepts. If you want a
lightweight framework you could make your own, but among the current
OpenGL-based frameworks I think it's hard to find something better than
OSG. It's a matter of taste though, try it out and see... What do you
expect us to say, you ask this question on a mailing list called
osg-users! :-)

Hope this helps, and if you have any more questions just ask!

J-S
--
______________________________________________________
Jean-Sebastien Guay jean-
http://www.cm-labs.com/
http://whitestar02.dyndns-web.com/
_______________________________________________
osg-users mailing list
osg-
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
)
Thanks for the post, very helpful. I just have some follow-up questions.


Skylark wrote:
> Hello Basil,
>
> First piece of advice, take things one step at a time, it might seem
> like a lot but it's all easy once you get through it once.
>
> Also, you seem to be going at this blind. Do you know about OSG's main site?
>
>
>
> From there, you can follow the Documentation link on the right, and you
> can click "Getting Started" to get an intro with Linux/Unix-centric
> build instructions, or you can go to "Platform Specifics" and then
> "Windows - Visual Studio" to get Windows-specific build instructions.
> Here's the direct link:
>
>
>
> This is the CMake command-line tool. You seem to be building for Windows
> (from what you say below) so I recommend you use the CMake GUI because
> it will give you a list of the available settings you can modify. Until
> you know what settings you need to modify, the GUI will be a good tool
> to get your bearings.
>
> Next, about those libs it says you're missing. You can get a prebuilt
> dependencies package for Visual Studio 2008 here:
>
>
>
> This will take care of the most important dependencies (IMHO the most
> important are jpeg, png, gif, etc. to be able to load textures from
> images, and freetype to be able to load fonts to display text). But all
> in all, most dependencies are entirely optional. OpenAL, CURL,
> WxWidgets, Qt, etc fall into that category. If you want to use them, you
> can download binaries or build them from source, and then enter the
> relevant paths to includes and libraries in the CMake GUI, but until you
> know you need a specific dependency, you can assume you don't.
>

I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself proved fruitless...


>
>
> If you downloaded the OSG source, you need to compile the whole OSG, not
> just an example. Here you're trying to compile an example without having
> compiled OSG itself, so of course it won't find the libraries. This is
> what I mean when I say to take things one step at a time. You're
> skipping whole steps by opening one specific example's project file.
>
> So, one step at a time.
>
> 1. Open the CMake GUI
>
> 2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
> tree) onto the CMake GUI window. This will fill the "where is the
> source" and "where to build the binaries" fields, though I recommend you
> change the "where to build the binaries" to some other directory so you
> don't pollute your source tree. I generally add "/build_x86_vc9" or
> something like that to identify which platform/compiler combination I'm
> generating project files for.
>
> 3. Click Configure a first time. CMake will ask you whether you want to
> create the build directory if it doesn't yet exist, then it will ask you
> for which platform/compiler you want to generate. I assume you'll want
> to select "Visual Studio 9 (2008) (x86)" or something like that.
>
> 4. You'll notice the center part of the window will be full of red
> fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
> directory where you've put the prebuilt dependencies I linked to above.
> Then you can click Configure again, CMake will try to find as many of
> the dependencies as it can by itself.
>


this would just be /OpenSceneGraph/bin correct?


>
>
> 5. At this point you can change settings as you see fit. Make sure you
> show Advanced Settings at the top of the CMake window, otherwise some
> important settings may be hidden, it's an annoying quirk of CMake. If
> CMake didn't find some dependency you know you have, you can fill in its
> *_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
> BUILD_EXAMPLES if you want it to generate project files for all the
> examples. Look over the other options you have, but in the end you can
> just click Configure until there are no red fields anymore.
>
> I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
> which you want to put your compiled binaries, again separate from your
> source and build trees. That way you're sure where the different things
> are, and you won't get files mixed up between the 3. The directory you
> specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
> you want to develop an application that uses OSG - it will have an
> include, a lib, and a bin subdirectories containing the files you expect.
>
> 6. Click Generate. After a few seconds, it will have finished generating
> the project files, and you can close the CMake GUI.
>
> 7. Open the build directory you specified in "where to build the
> binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
> Double-click that, and you'll see a solution file with a bunch of
> projects, first for the OSG libs themselves, and all the examples,
> applications, plugins etc. You can then select either Debug or Release,
> right-click the INSTALL project and select Build.
>
> That will start building OSG itself, the plugins, the applications and
> the examples. Once all that is built, it will copy the relevant files
> into the directory you specified in CMAKE_INSTALL_PREFIX.
>
> You can, from that solution, open up one of the examples' source code
> and experiment.
>
> Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at
>
>
>
> and is free to download as a PDF. It's a quick read and will give you a
> good start. If you want a printed book, you can check out the
> OpenSceneGraph Beginner's Guide at
>
>
>
> The OSG web site has some tutorials, but unfortunately I find it's hard
> to navigate and some tutorials are out of date. But you should still
> have a look as you'll find some good info and explanations. The examples
> that come with the source are great for learning, as long as you're
> comfortable reading code. :-)
>
> I think OSG is a good abstraction over OpenGL concepts. If you want a
> lightweight framework you could make your own, but among the current
> OpenGL-based frameworks I think it's hard to find something better than
> OSG. It's a matter of taste though, try it out and see... What do you
> expect us to say, you ask this question on a mailing list called
> osg-users! :-)
>
> Hope this helps, and if you have any more questions just ask!
>
> J-S
>


Thanks for the reply. I will take a look at the tutorials. I'm not trying to offend why my question on OSG. I'm not really doing anything super intensive. I wrote a C++ application to cluster 3d space trajectories, and I just want to output the generated clusters (from a plain text file). I don't wanna be doing overkill on this, I just want something quick and easy I suppose.

Thanks once again.

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Hi Basil,

> I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself proved fruitless...

They should be part of the package you have, it's just that CMake didn't
pick them up. They'll generally be the same as the *_RELEASE versions,
but with a "d" or "_D" at the end. Look for them in your 3rdparty directory.

>> 4. You'll notice the center part of the window will be full of red
>> fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
>> directory where you've put the prebuilt dependencies I linked to above.
>> Then you can click Configure again, CMake will try to find as many of
>> the dependencies as it can by itself.
>
> this would just be /OpenSceneGraph/bin correct?

No, it will be the directory where you unzipped the 3rd party
dependencies package... It's the directory where you want CMake to look
for 3rd party libraries.

> Thanks for the reply. I will take a look at the tutorials. I'm not trying to offend why my question on OSG. I'm not really doing anything super intensive. I wrote a C++ application to cluster 3d space trajectories, and I just want to output the generated clusters (from a plain text file). I don't wanna be doing overkill on this, I just want something quick and easy I suppose.

Oh, you didn't offend me (or anyone else I bet) with your question, we
all want to use the best tool for the job. I think in this respect OSG
can scale nicely, letting you complete your simple project now and
scaling up to more complex ones later if the need arises.

Hope this helps,

J-S
--
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Jean-Sebastien Guay jean-
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http://whitestar02.dyndns-web.com/
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On Tue, Jun 7, 2011 at 11:44 AM, Jean-Sébastien Guay <
jean-> wrote:

> Hi Basil,
>
>
> I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG,
>> GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG,
>> TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get
>> these? A morning filled with googling and trying to build them myself proved
>> fruitless...
>>
>
> They should be part of the package you have, it's just that CMake didn't
> pick them up. They'll generally be the same as the *_RELEASE versions, but
> with a "d" or "_D" at the end. Look for them in your 3rdparty directory.
>
>
>
In any case, as long as you can click the "generate" button, any packages
listed as not found are optional. They are likely useful for loading files,
building examples, etc. but if you're just plotting points you won't need
anything special.

--
Ryan Pavlik
HCI Graduate Student
Virtual Reality Applications Center
Iowa State University


http://academic.cleardefinition.com


If I were to look at one of the examples, which should I look at first?

I do not see Visual studio solution/project files in a great deal of the examples in the OpenSceneGraph/examples/ directory though...

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Hi Basil,

> If I were to look at one of the examples, which should I look at first?

To learn how to generate geometry and points on screen, a good start
would be osggeometry.

> I do not see Visual studio solution/project files in a great deal of the examples in the OpenSceneGraph/examples/ directory though...

That's because they won't be there. As I said, open up the
OpenSceneGraph.sln file which is in the directory you specified in
"where to build the binaries" in CMake. All the examples and other
projects will be there.

The point of using CMake is that it can generate build files (VS project
files, makefiles, XCode projects, etc.) for a variety of different build
systems, so none of those will ever be in the source tree you
download... They're generated by CMake, so they go in the directory you
specified in "where to build the binaries".

Hope this helps,

J-S
--
______________________________________________________
Jean-Sebastien Guay jean-
http://www.cm-labs.com/
http://whitestar02.dyndns-web.com/
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  #9  
07-06-2011 08:01 PM
Osg-users member admin is online now
User
 

Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.

1. To start off with, then I go into the folder containing OSG and run:
cmake -DBUILD_OSG_EXAMPLES=1

I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Am I missing debug libraries or something, what gives?

3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Thanks!

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On 6/6/2011 3:24 PM, basil huffman wrote:
> Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.
> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

Do you have the 3rdparty libs package? It includes some of those, and the rest aren't
critical.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Which lib files is it looking for?

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

There's the OSG Quickstart guide, have you seen that?

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Maybe, maybe not. Tell us more about what you're seeking to do and then we can advise.

--
Chris 'Xenon' Hanson, omo sanza lettere. http://www.alphapixel.com/
Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting.
"There is no Truth. There is only Perception. To Perceive is to Exist." - Xen
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Hello Basil,

First piece of advice, take things one step at a time, it might seem
like a lot but it's all easy once you get through it once.

Also, you seem to be going at this blind. Do you know about OSG's main site?

http://www.openscenegraph.org/projects/osg/

From there, you can follow the Documentation link on the right, and you
can click "Getting Started" to get an intro with Linux/Unix-centric
build instructions, or you can go to "Platform Specifics" and then
"Windows - Visual Studio" to get Windows-specific build instructions.
Here's the direct link:

http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio

> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
>
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

This is the CMake command-line tool. You seem to be building for Windows
(from what you say below) so I recommend you use the CMake GUI because
it will give you a list of the available settings you can modify. Until
you know what settings you need to modify, the GUI will be a good tool
to get your bearings.

Next, about those libs it says you're missing. You can get a prebuilt
dependencies package for Visual Studio 2008 here:

http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies

This will take care of the most important dependencies (IMHO the most
important are jpeg, png, gif, etc. to be able to load textures from
images, and freetype to be able to load fonts to display text). But all
in all, most dependencies are entirely optional. OpenAL, CURL,
WxWidgets, Qt, etc fall into that category. If you want to use them, you
can download binaries or build them from source, and then enter the
relevant paths to includes and libraries in the CMake GUI, but until you
know you need a specific dependency, you can assume you don't.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e.d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.
>
> Am I missing debug libraries or something, what gives?

If you downloaded the OSG source, you need to compile the whole OSG, not
just an example. Here you're trying to compile an example without having
compiled OSG itself, so of course it won't find the libraries. This is
what I mean when I say to take things one step at a time. You're
skipping whole steps by opening one specific example's project file.

So, one step at a time.

1. Open the CMake GUI

2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
tree) onto the CMake GUI window. This will fill the "where is the
source" and "where to build the binaries" fields, though I recommend you
change the "where to build the binaries" to some other directory so you
don't pollute your source tree. I generally add "/build_x86_vc9" or
something like that to identify which platform/compiler combination I'm
generating project files for.

3. Click Configure a first time. CMake will ask you whether you want to
create the build directory if it doesn't yet exist, then it will ask you
for which platform/compiler you want to generate. I assume you'll want
to select "Visual Studio 9 (2008) (x86)" or something like that.

4. You'll notice the center part of the window will be full of red
fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
directory where you've put the prebuilt dependencies I linked to above.
Then you can click Configure again, CMake will try to find as many of
the dependencies as it can by itself.

5. At this point you can change settings as you see fit. Make sure you
show Advanced Settings at the top of the CMake window, otherwise some
important settings may be hidden, it's an annoying quirk of CMake. If
CMake didn't find some dependency you know you have, you can fill in its
*_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
BUILD_EXAMPLES if you want it to generate project files for all the
examples. Look over the other options you have, but in the end you can
just click Configure until there are no red fields anymore.

I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
which you want to put your compiled binaries, again separate from your
source and build trees. That way you're sure where the different things
are, and you won't get files mixed up between the 3. The directory you
specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
you want to develop an application that uses OSG - it will have an
include, a lib, and a bin subdirectories containing the files you expect.

6. Click Generate. After a few seconds, it will have finished generating
the project files, and you can close the CMake GUI.

7. Open the build directory you specified in "where to build the
binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
Double-click that, and you'll see a solution file with a bunch of
projects, first for the OSG libs themselves, and all the examples,
applications, plugins etc. You can then select either Debug or Release,
right-click the INSTALL project and select Build.

That will start building OSG itself, the plugins, the applications and
the examples. Once all that is built, it will copy the relevant files
into the directory you specified in CMAKE_INSTALL_PREFIX.

You can, from that solution, open up one of the examples' source code
and experiment.

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at

http://www.osgbooks.com/books/osg_qs.html

and is free to download as a PDF. It's a quick read and will give you a
good start. If you want a printed book, you can check out the
OpenSceneGraph Beginner's Guide at

http://www.packtpub.com/openscenegraph-3-0-beginners-guide/book

The OSG web site has some tutorials, but unfortunately I find it's hard
to navigate and some tutorials are out of date. But you should still
have a look as you'll find some good info and explanations. The examples
that come with the source are great for learning, as long as you're
comfortable reading code. :-)

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

I think OSG is a good abstraction over OpenGL concepts. If you want a
lightweight framework you could make your own, but among the current
OpenGL-based frameworks I think it's hard to find something better than
OSG. It's a matter of taste though, try it out and see... What do you
expect us to say, you ask this question on a mailing list called
osg-users! :-)

Hope this helps, and if you have any more questions just ask!

J-S
--
______________________________________________________
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http://whitestar02.dyndns-web.com/
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Thanks for the post, very helpful. I just have some follow-up questions.


Skylark wrote:
> Hello Basil,
>
> First piece of advice, take things one step at a time, it might seem
> like a lot but it's all easy once you get through it once.
>
> Also, you seem to be going at this blind. Do you know about OSG's main site?
>
>
>
> From there, you can follow the Documentation link on the right, and you
> can click "Getting Started" to get an intro with Linux/Unix-centric
> build instructions, or you can go to "Platform Specifics" and then
> "Windows - Visual Studio" to get Windows-specific build instructions.
> Here's the direct link:
>
>
>
> This is the CMake command-line tool. You seem to be building for Windows
> (from what you say below) so I recommend you use the CMake GUI because
> it will give you a list of the available settings you can modify. Until
> you know what settings you need to modify, the GUI will be a good tool
> to get your bearings.
>
> Next, about those libs it says you're missing. You can get a prebuilt
> dependencies package for Visual Studio 2008 here:
>
>
>
> This will take care of the most important dependencies (IMHO the most
> important are jpeg, png, gif, etc. to be able to load textures from
> images, and freetype to be able to load fonts to display text). But all
> in all, most dependencies are entirely optional. OpenAL, CURL,
> WxWidgets, Qt, etc fall into that category. If you want to use them, you
> can download binaries or build them from source, and then enter the
> relevant paths to includes and libraries in the CMake GUI, but until you
> know you need a specific dependency, you can assume you don't.
>

I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself proved fruitless...


>
>
> If you downloaded the OSG source, you need to compile the whole OSG, not
> just an example. Here you're trying to compile an example without having
> compiled OSG itself, so of course it won't find the libraries. This is
> what I mean when I say to take things one step at a time. You're
> skipping whole steps by opening one specific example's project file.
>
> So, one step at a time.
>
> 1. Open the CMake GUI
>
> 2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
> tree) onto the CMake GUI window. This will fill the "where is the
> source" and "where to build the binaries" fields, though I recommend you
> change the "where to build the binaries" to some other directory so you
> don't pollute your source tree. I generally add "/build_x86_vc9" or
> something like that to identify which platform/compiler combination I'm
> generating project files for.
>
> 3. Click Configure a first time. CMake will ask you whether you want to
> create the build directory if it doesn't yet exist, then it will ask you
> for which platform/compiler you want to generate. I assume you'll want
> to select "Visual Studio 9 (2008) (x86)" or something like that.
>
> 4. You'll notice the center part of the window will be full of red
> fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
> directory where you've put the prebuilt dependencies I linked to above.
> Then you can click Configure again, CMake will try to find as many of
> the dependencies as it can by itself.
>


this would just be /OpenSceneGraph/bin correct?


>
>
> 5. At this point you can change settings as you see fit. Make sure you
> show Advanced Settings at the top of the CMake window, otherwise some
> important settings may be hidden, it's an annoying quirk of CMake. If
> CMake didn't find some dependency you know you have, you can fill in its
> *_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
> BUILD_EXAMPLES if you want it to generate project files for all the
> examples. Look over the other options you have, but in the end you can
> just click Configure until there are no red fields anymore.
>
> I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
> which you want to put your compiled binaries, again separate from your
> source and build trees. That way you're sure where the different things
> are, and you won't get files mixed up between the 3. The directory you
> specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
> you want to develop an application that uses OSG - it will have an
> include, a lib, and a bin subdirectories containing the files you expect.
>
> 6. Click Generate. After a few seconds, it will have finished generating
> the project files, and you can close the CMake GUI.
>
> 7. Open the build directory you specified in "where to build the
> binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
> Double-click that, and you'll see a solution file with a bunch of
> projects, first for the OSG libs themselves, and all the examples,
> applications, plugins etc. You can then select either Debug or Release,
> right-click the INSTALL project and select Build.
>
> That will start building OSG itself, the plugins, the applications and
> the examples. Once all that is built, it will copy the relevant files
> into the directory you specified in CMAKE_INSTALL_PREFIX.
>
> You can, from that solution, open up one of the examples' source code
> and experiment.
>
> Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at
>
>
>
> and is free to download as a PDF. It's a quick read and will give you a
> good start. If you want a printed book, you can check out the
> OpenSceneGraph Beginner's Guide at
>
>
>
> The OSG web site has some tutorials, but unfortunately I find it's hard
> to navigate and some tutorials are out of date. But you should still
> have a look as you'll find some good info and explanations. The examples
> that come with the source are great for learning, as long as you're
> comfortable reading code. :-)
>
> I think OSG is a good abstraction over OpenGL concepts. If you want a
> lightweight framework you could make your own, but among the current
> OpenGL-based frameworks I think it's hard to find something better than
> OSG. It's a matter of taste though, try it out and see... What do you
> expect us to say, you ask this question on a mailing list called
> osg-users! :-)
>
> Hope this helps, and if you have any more questions just ask!
>
> J-S
>


Thanks for the reply. I will take a look at the tutorials. I'm not trying to offend why my question on OSG. I'm not really doing anything super intensive. I wrote a C++ application to cluster 3d space trajectories, and I just want to output the generated clusters (from a plain text file). I don't wanna be doing overkill on this, I just want something quick and easy I suppose.

Thanks once again.

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Hi Basil,

> I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself proved fruitless...

They should be part of the package you have, it's just that CMake didn't
pick them up. They'll generally be the same as the *_RELEASE versions,
but with a "d" or "_D" at the end. Look for them in your 3rdparty directory.

>> 4. You'll notice the center part of the window will be full of red
>> fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
>> directory where you've put the prebuilt dependencies I linked to above.
>> Then you can click Configure again, CMake will try to find as many of
>> the dependencies as it can by itself.
>
> this would just be /OpenSceneGraph/bin correct?

No, it will be the directory where you unzipped the 3rd party
dependencies package... It's the directory where you want CMake to look
for 3rd party libraries.

> Thanks for the reply. I will take a look at the tutorials. I'm not trying to offend why my question on OSG. I'm not really doing anything super intensive. I wrote a C++ application to cluster 3d space trajectories, and I just want to output the generated clusters (from a plain text file). I don't wanna be doing overkill on this, I just want something quick and easy I suppose.

Oh, you didn't offend me (or anyone else I bet) with your question, we
all want to use the best tool for the job. I think in this respect OSG
can scale nicely, letting you complete your simple project now and
scaling up to more complex ones later if the need arises.

Hope this helps,

J-S
--
______________________________________________________
Jean-Sebastien Guay jean-
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http://whitestar02.dyndns-web.com/
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On Tue, Jun 7, 2011 at 11:44 AM, Jean-Sébastien Guay <
jean-> wrote:

> Hi Basil,
>
>
> I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG,
>> GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG,
>> TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get
>> these? A morning filled with googling and trying to build them myself proved
>> fruitless...
>>
>
> They should be part of the package you have, it's just that CMake didn't
> pick them up. They'll generally be the same as the *_RELEASE versions, but
> with a "d" or "_D" at the end. Look for them in your 3rdparty directory.
>
>
>
In any case, as long as you can click the "generate" button, any packages
listed as not found are optional. They are likely useful for loading files,
building examples, etc. but if you're just plotting points you won't need
anything special.

--
Ryan Pavlik
HCI Graduate Student
Virtual Reality Applications Center
Iowa State University


http://academic.cleardefinition.com


If I were to look at one of the examples, which should I look at first?

I do not see Visual studio solution/project files in a great deal of the examples in the OpenSceneGraph/examples/ directory though...

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Hi Basil,

> If I were to look at one of the examples, which should I look at first?

To learn how to generate geometry and points on screen, a good start
would be osggeometry.

> I do not see Visual studio solution/project files in a great deal of the examples in the OpenSceneGraph/examples/ directory though...

That's because they won't be there. As I said, open up the
OpenSceneGraph.sln file which is in the directory you specified in
"where to build the binaries" in CMake. All the examples and other
projects will be there.

The point of using CMake is that it can generate build files (VS project
files, makefiles, XCode projects, etc.) for a variety of different build
systems, so none of those will ever be in the source tree you
download... They're generated by CMake, so they go in the directory you
specified in "where to build the binaries".

Hope this helps,

J-S
--
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Ahh ok, I see it now.

When I open in Visual Studio, I am getting scores of compiler errors. Lots of undeclared identifiers. Perhaps its not finding the headers or something?

I made sure that under tools->options->Projects and Solutions->VC++ DIrectories that I included OpenSceneGraph\lib, OpenSceneGraph\include, and OpenSceneGraph\bin

I also made sure that I included the bin directory in my %PATH% variable and
created %OSG_FILE_PATH% (containing d:\OpenSceneGraph\data;d:\OpenSceneGraph\data\Images;d:\OpenSceneGraph\data\fonts) and %OSGHOME% (contaning d:\OpenSceneGraph).

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  #10  
07-06-2011 08:13 PM
Osg-users member admin is online now
User
 

Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.

1. To start off with, then I go into the folder containing OSG and run:
cmake -DBUILD_OSG_EXAMPLES=1

I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Am I missing debug libraries or something, what gives?

3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Thanks!

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On 6/6/2011 3:24 PM, basil huffman wrote:
> Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.
> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

Do you have the 3rdparty libs package? It includes some of those, and the rest aren't
critical.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Which lib files is it looking for?

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

There's the OSG Quickstart guide, have you seen that?

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Maybe, maybe not. Tell us more about what you're seeking to do and then we can advise.

--
Chris 'Xenon' Hanson, omo sanza lettere. http://www.alphapixel.com/
Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting.
"There is no Truth. There is only Perception. To Perceive is to Exist." - Xen
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Hello Basil,

First piece of advice, take things one step at a time, it might seem
like a lot but it's all easy once you get through it once.

Also, you seem to be going at this blind. Do you know about OSG's main site?

http://www.openscenegraph.org/projects/osg/

From there, you can follow the Documentation link on the right, and you
can click "Getting Started" to get an intro with Linux/Unix-centric
build instructions, or you can go to "Platform Specifics" and then
"Windows - Visual Studio" to get Windows-specific build instructions.
Here's the direct link:

http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio

> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
>
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

This is the CMake command-line tool. You seem to be building for Windows
(from what you say below) so I recommend you use the CMake GUI because
it will give you a list of the available settings you can modify. Until
you know what settings you need to modify, the GUI will be a good tool
to get your bearings.

Next, about those libs it says you're missing. You can get a prebuilt
dependencies package for Visual Studio 2008 here:

http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies

This will take care of the most important dependencies (IMHO the most
important are jpeg, png, gif, etc. to be able to load textures from
images, and freetype to be able to load fonts to display text). But all
in all, most dependencies are entirely optional. OpenAL, CURL,
WxWidgets, Qt, etc fall into that category. If you want to use them, you
can download binaries or build them from source, and then enter the
relevant paths to includes and libraries in the CMake GUI, but until you
know you need a specific dependency, you can assume you don't.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e.d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.
>
> Am I missing debug libraries or something, what gives?

If you downloaded the OSG source, you need to compile the whole OSG, not
just an example. Here you're trying to compile an example without having
compiled OSG itself, so of course it won't find the libraries. This is
what I mean when I say to take things one step at a time. You're
skipping whole steps by opening one specific example's project file.

So, one step at a time.

1. Open the CMake GUI

2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
tree) onto the CMake GUI window. This will fill the "where is the
source" and "where to build the binaries" fields, though I recommend you
change the "where to build the binaries" to some other directory so you
don't pollute your source tree. I generally add "/build_x86_vc9" or
something like that to identify which platform/compiler combination I'm
generating project files for.

3. Click Configure a first time. CMake will ask you whether you want to
create the build directory if it doesn't yet exist, then it will ask you
for which platform/compiler you want to generate. I assume you'll want
to select "Visual Studio 9 (2008) (x86)" or something like that.

4. You'll notice the center part of the window will be full of red
fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
directory where you've put the prebuilt dependencies I linked to above.
Then you can click Configure again, CMake will try to find as many of
the dependencies as it can by itself.

5. At this point you can change settings as you see fit. Make sure you
show Advanced Settings at the top of the CMake window, otherwise some
important settings may be hidden, it's an annoying quirk of CMake. If
CMake didn't find some dependency you know you have, you can fill in its
*_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
BUILD_EXAMPLES if you want it to generate project files for all the
examples. Look over the other options you have, but in the end you can
just click Configure until there are no red fields anymore.

I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
which you want to put your compiled binaries, again separate from your
source and build trees. That way you're sure where the different things
are, and you won't get files mixed up between the 3. The directory you
specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
you want to develop an application that uses OSG - it will have an
include, a lib, and a bin subdirectories containing the files you expect.

6. Click Generate. After a few seconds, it will have finished generating
the project files, and you can close the CMake GUI.

7. Open the build directory you specified in "where to build the
binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
Double-click that, and you'll see a solution file with a bunch of
projects, first for the OSG libs themselves, and all the examples,
applications, plugins etc. You can then select either Debug or Release,
right-click the INSTALL project and select Build.

That will start building OSG itself, the plugins, the applications and
the examples. Once all that is built, it will copy the relevant files
into the directory you specified in CMAKE_INSTALL_PREFIX.

You can, from that solution, open up one of the examples' source code
and experiment.

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at

http://www.osgbooks.com/books/osg_qs.html

and is free to download as a PDF. It's a quick read and will give you a
good start. If you want a printed book, you can check out the
OpenSceneGraph Beginner's Guide at

http://www.packtpub.com/openscenegraph-3-0-beginners-guide/book

The OSG web site has some tutorials, but unfortunately I find it's hard
to navigate and some tutorials are out of date. But you should still
have a look as you'll find some good info and explanations. The examples
that come with the source are great for learning, as long as you're
comfortable reading code. :-)

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

I think OSG is a good abstraction over OpenGL concepts. If you want a
lightweight framework you could make your own, but among the current
OpenGL-based frameworks I think it's hard to find something better than
OSG. It's a matter of taste though, try it out and see... What do you
expect us to say, you ask this question on a mailing list called
osg-users! :-)

Hope this helps, and if you have any more questions just ask!

J-S
--
______________________________________________________
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http://www.cm-labs.com/
http://whitestar02.dyndns-web.com/
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Thanks for the post, very helpful. I just have some follow-up questions.


Skylark wrote:
> Hello Basil,
>
> First piece of advice, take things one step at a time, it might seem
> like a lot but it's all easy once you get through it once.
>
> Also, you seem to be going at this blind. Do you know about OSG's main site?
>
>
>
> From there, you can follow the Documentation link on the right, and you
> can click "Getting Started" to get an intro with Linux/Unix-centric
> build instructions, or you can go to "Platform Specifics" and then
> "Windows - Visual Studio" to get Windows-specific build instructions.
> Here's the direct link:
>
>
>
> This is the CMake command-line tool. You seem to be building for Windows
> (from what you say below) so I recommend you use the CMake GUI because
> it will give you a list of the available settings you can modify. Until
> you know what settings you need to modify, the GUI will be a good tool
> to get your bearings.
>
> Next, about those libs it says you're missing. You can get a prebuilt
> dependencies package for Visual Studio 2008 here:
>
>
>
> This will take care of the most important dependencies (IMHO the most
> important are jpeg, png, gif, etc. to be able to load textures from
> images, and freetype to be able to load fonts to display text). But all
> in all, most dependencies are entirely optional. OpenAL, CURL,
> WxWidgets, Qt, etc fall into that category. If you want to use them, you
> can download binaries or build them from source, and then enter the
> relevant paths to includes and libraries in the CMake GUI, but until you
> know you need a specific dependency, you can assume you don't.
>

I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself proved fruitless...


>
>
> If you downloaded the OSG source, you need to compile the whole OSG, not
> just an example. Here you're trying to compile an example without having
> compiled OSG itself, so of course it won't find the libraries. This is
> what I mean when I say to take things one step at a time. You're
> skipping whole steps by opening one specific example's project file.
>
> So, one step at a time.
>
> 1. Open the CMake GUI
>
> 2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
> tree) onto the CMake GUI window. This will fill the "where is the
> source" and "where to build the binaries" fields, though I recommend you
> change the "where to build the binaries" to some other directory so you
> don't pollute your source tree. I generally add "/build_x86_vc9" or
> something like that to identify which platform/compiler combination I'm
> generating project files for.
>
> 3. Click Configure a first time. CMake will ask you whether you want to
> create the build directory if it doesn't yet exist, then it will ask you
> for which platform/compiler you want to generate. I assume you'll want
> to select "Visual Studio 9 (2008) (x86)" or something like that.
>
> 4. You'll notice the center part of the window will be full of red
> fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
> directory where you've put the prebuilt dependencies I linked to above.
> Then you can click Configure again, CMake will try to find as many of
> the dependencies as it can by itself.
>


this would just be /OpenSceneGraph/bin correct?


>
>
> 5. At this point you can change settings as you see fit. Make sure you
> show Advanced Settings at the top of the CMake window, otherwise some
> important settings may be hidden, it's an annoying quirk of CMake. If
> CMake didn't find some dependency you know you have, you can fill in its
> *_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
> BUILD_EXAMPLES if you want it to generate project files for all the
> examples. Look over the other options you have, but in the end you can
> just click Configure until there are no red fields anymore.
>
> I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
> which you want to put your compiled binaries, again separate from your
> source and build trees. That way you're sure where the different things
> are, and you won't get files mixed up between the 3. The directory you
> specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
> you want to develop an application that uses OSG - it will have an
> include, a lib, and a bin subdirectories containing the files you expect.
>
> 6. Click Generate. After a few seconds, it will have finished generating
> the project files, and you can close the CMake GUI.
>
> 7. Open the build directory you specified in "where to build the
> binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
> Double-click that, and you'll see a solution file with a bunch of
> projects, first for the OSG libs themselves, and all the examples,
> applications, plugins etc. You can then select either Debug or Release,
> right-click the INSTALL project and select Build.
>
> That will start building OSG itself, the plugins, the applications and
> the examples. Once all that is built, it will copy the relevant files
> into the directory you specified in CMAKE_INSTALL_PREFIX.
>
> You can, from that solution, open up one of the examples' source code
> and experiment.
>
> Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at
>
>
>
> and is free to download as a PDF. It's a quick read and will give you a
> good start. If you want a printed book, you can check out the
> OpenSceneGraph Beginner's Guide at
>
>
>
> The OSG web site has some tutorials, but unfortunately I find it's hard
> to navigate and some tutorials are out of date. But you should still
> have a look as you'll find some good info and explanations. The examples
> that come with the source are great for learning, as long as you're
> comfortable reading code. :-)
>
> I think OSG is a good abstraction over OpenGL concepts. If you want a
> lightweight framework you could make your own, but among the current
> OpenGL-based frameworks I think it's hard to find something better than
> OSG. It's a matter of taste though, try it out and see... What do you
> expect us to say, you ask this question on a mailing list called
> osg-users! :-)
>
> Hope this helps, and if you have any more questions just ask!
>
> J-S
>


Thanks for the reply. I will take a look at the tutorials. I'm not trying to offend why my question on OSG. I'm not really doing anything super intensive. I wrote a C++ application to cluster 3d space trajectories, and I just want to output the generated clusters (from a plain text file). I don't wanna be doing overkill on this, I just want something quick and easy I suppose.

Thanks once again.

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Hi Basil,

> I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself proved fruitless...

They should be part of the package you have, it's just that CMake didn't
pick them up. They'll generally be the same as the *_RELEASE versions,
but with a "d" or "_D" at the end. Look for them in your 3rdparty directory.

>> 4. You'll notice the center part of the window will be full of red
>> fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
>> directory where you've put the prebuilt dependencies I linked to above.
>> Then you can click Configure again, CMake will try to find as many of
>> the dependencies as it can by itself.
>
> this would just be /OpenSceneGraph/bin correct?

No, it will be the directory where you unzipped the 3rd party
dependencies package... It's the directory where you want CMake to look
for 3rd party libraries.

> Thanks for the reply. I will take a look at the tutorials. I'm not trying to offend why my question on OSG. I'm not really doing anything super intensive. I wrote a C++ application to cluster 3d space trajectories, and I just want to output the generated clusters (from a plain text file). I don't wanna be doing overkill on this, I just want something quick and easy I suppose.

Oh, you didn't offend me (or anyone else I bet) with your question, we
all want to use the best tool for the job. I think in this respect OSG
can scale nicely, letting you complete your simple project now and
scaling up to more complex ones later if the need arises.

Hope this helps,

J-S
--
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http://whitestar02.dyndns-web.com/
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On Tue, Jun 7, 2011 at 11:44 AM, Jean-Sébastien Guay <
jean-> wrote:

> Hi Basil,
>
>
> I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG,
>> GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG,
>> TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get
>> these? A morning filled with googling and trying to build them myself proved
>> fruitless...
>>
>
> They should be part of the package you have, it's just that CMake didn't
> pick them up. They'll generally be the same as the *_RELEASE versions, but
> with a "d" or "_D" at the end. Look for them in your 3rdparty directory.
>
>
>
In any case, as long as you can click the "generate" button, any packages
listed as not found are optional. They are likely useful for loading files,
building examples, etc. but if you're just plotting points you won't need
anything special.

--
Ryan Pavlik
HCI Graduate Student
Virtual Reality Applications Center
Iowa State University


http://academic.cleardefinition.com


If I were to look at one of the examples, which should I look at first?

I do not see Visual studio solution/project files in a great deal of the examples in the OpenSceneGraph/examples/ directory though...

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Hi Basil,

> If I were to look at one of the examples, which should I look at first?

To learn how to generate geometry and points on screen, a good start
would be osggeometry.

> I do not see Visual studio solution/project files in a great deal of the examples in the OpenSceneGraph/examples/ directory though...

That's because they won't be there. As I said, open up the
OpenSceneGraph.sln file which is in the directory you specified in
"where to build the binaries" in CMake. All the examples and other
projects will be there.

The point of using CMake is that it can generate build files (VS project
files, makefiles, XCode projects, etc.) for a variety of different build
systems, so none of those will ever be in the source tree you
download... They're generated by CMake, so they go in the directory you
specified in "where to build the binaries".

Hope this helps,

J-S
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Ahh ok, I see it now.

When I open in Visual Studio, I am getting scores of compiler errors. Lots of undeclared identifiers. Perhaps its not finding the headers or something?

I made sure that under tools->options->Projects and Solutions->VC++ DIrectories that I included OpenSceneGraph\lib, OpenSceneGraph\include, and OpenSceneGraph\bin

I also made sure that I included the bin directory in my %PATH% variable and
created %OSG_FILE_PATH% (containing d:\OpenSceneGraph\data;d:\OpenSceneGraph\data\Images;d:\OpenSceneGraph\data\fonts) and %OSGHOME% (contaning d:\OpenSceneGraph).

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Hi Basil,

> When I open in Visual Studio, I am getting scores of compiler errors. Lots of undeclared identifiers. Perhaps its not finding the headers or something?
>
> I made sure that under tools->options->Projects and Solutions->VC++ DIrectories that I included OpenSceneGraph\lib, OpenSceneGraph\include, and OpenSceneGraph\bin

You don't need to do that, the project settings should include all the
paths the projects need to compile. And in fact I'd advise against it,
since if you ever need to compile multiple versions of OSG you'll need
to go change that again... I don't use VC++ Directories at all, I keep
all relevant include / lib paths in the project settings / build files.
It's much easier to keep them in version control that way.

What exactly are you opening in Visual Studio, and what are you trying
to build? What are the errors you're getting? Perhaps paste the compile
log in a text file and attach it to your reply.

> I also made sure that I included the bin directory in my %PATH% variable and
> created %OSG_FILE_PATH% (containing d:\OpenSceneGraph\data;d:\OpenSceneGraph\data\Images;d:\OpenSceneGraph\data\fonts) and %OSGHOME% (contaning d:\OpenSceneGraph).

That's fine, though it won't influence compilation, only runtime. Also
you generally only need the first path you put in OSG_FILE_PATH.

J-S
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  #11  
08-06-2011 09:28 AM
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Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.

1. To start off with, then I go into the folder containing OSG and run:
cmake -DBUILD_OSG_EXAMPLES=1

I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Am I missing debug libraries or something, what gives?

3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Thanks!

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On 6/6/2011 3:24 PM, basil huffman wrote:
> Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.
> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

Do you have the 3rdparty libs package? It includes some of those, and the rest aren't
critical.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Which lib files is it looking for?

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

There's the OSG Quickstart guide, have you seen that?

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Maybe, maybe not. Tell us more about what you're seeking to do and then we can advise.

--
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Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting.
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Hello Basil,

First piece of advice, take things one step at a time, it might seem
like a lot but it's all easy once you get through it once.

Also, you seem to be going at this blind. Do you know about OSG's main site?

http://www.openscenegraph.org/projects/osg/

From there, you can follow the Documentation link on the right, and you
can click "Getting Started" to get an intro with Linux/Unix-centric
build instructions, or you can go to "Platform Specifics" and then
"Windows - Visual Studio" to get Windows-specific build instructions.
Here's the direct link:

http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio

> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
>
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

This is the CMake command-line tool. You seem to be building for Windows
(from what you say below) so I recommend you use the CMake GUI because
it will give you a list of the available settings you can modify. Until
you know what settings you need to modify, the GUI will be a good tool
to get your bearings.

Next, about those libs it says you're missing. You can get a prebuilt
dependencies package for Visual Studio 2008 here:

http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies

This will take care of the most important dependencies (IMHO the most
important are jpeg, png, gif, etc. to be able to load textures from
images, and freetype to be able to load fonts to display text). But all
in all, most dependencies are entirely optional. OpenAL, CURL,
WxWidgets, Qt, etc fall into that category. If you want to use them, you
can download binaries or build them from source, and then enter the
relevant paths to includes and libraries in the CMake GUI, but until you
know you need a specific dependency, you can assume you don't.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e.d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.
>
> Am I missing debug libraries or something, what gives?

If you downloaded the OSG source, you need to compile the whole OSG, not
just an example. Here you're trying to compile an example without having
compiled OSG itself, so of course it won't find the libraries. This is
what I mean when I say to take things one step at a time. You're
skipping whole steps by opening one specific example's project file.

So, one step at a time.

1. Open the CMake GUI

2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
tree) onto the CMake GUI window. This will fill the "where is the
source" and "where to build the binaries" fields, though I recommend you
change the "where to build the binaries" to some other directory so you
don't pollute your source tree. I generally add "/build_x86_vc9" or
something like that to identify which platform/compiler combination I'm
generating project files for.

3. Click Configure a first time. CMake will ask you whether you want to
create the build directory if it doesn't yet exist, then it will ask you
for which platform/compiler you want to generate. I assume you'll want
to select "Visual Studio 9 (2008) (x86)" or something like that.

4. You'll notice the center part of the window will be full of red
fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
directory where you've put the prebuilt dependencies I linked to above.
Then you can click Configure again, CMake will try to find as many of
the dependencies as it can by itself.

5. At this point you can change settings as you see fit. Make sure you
show Advanced Settings at the top of the CMake window, otherwise some
important settings may be hidden, it's an annoying quirk of CMake. If
CMake didn't find some dependency you know you have, you can fill in its
*_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
BUILD_EXAMPLES if you want it to generate project files for all the
examples. Look over the other options you have, but in the end you can
just click Configure until there are no red fields anymore.

I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
which you want to put your compiled binaries, again separate from your
source and build trees. That way you're sure where the different things
are, and you won't get files mixed up between the 3. The directory you
specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
you want to develop an application that uses OSG - it will have an
include, a lib, and a bin subdirectories containing the files you expect.

6. Click Generate. After a few seconds, it will have finished generating
the project files, and you can close the CMake GUI.

7. Open the build directory you specified in "where to build the
binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
Double-click that, and you'll see a solution file with a bunch of
projects, first for the OSG libs themselves, and all the examples,
applications, plugins etc. You can then select either Debug or Release,
right-click the INSTALL project and select Build.

That will start building OSG itself, the plugins, the applications and
the examples. Once all that is built, it will copy the relevant files
into the directory you specified in CMAKE_INSTALL_PREFIX.

You can, from that solution, open up one of the examples' source code
and experiment.

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at

http://www.osgbooks.com/books/osg_qs.html

and is free to download as a PDF. It's a quick read and will give you a
good start. If you want a printed book, you can check out the
OpenSceneGraph Beginner's Guide at

http://www.packtpub.com/openscenegraph-3-0-beginners-guide/book

The OSG web site has some tutorials, but unfortunately I find it's hard
to navigate and some tutorials are out of date. But you should still
have a look as you'll find some good info and explanations. The examples
that come with the source are great for learning, as long as you're
comfortable reading code. :-)

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

I think OSG is a good abstraction over OpenGL concepts. If you want a
lightweight framework you could make your own, but among the current
OpenGL-based frameworks I think it's hard to find something better than
OSG. It's a matter of taste though, try it out and see... What do you
expect us to say, you ask this question on a mailing list called
osg-users! :-)

Hope this helps, and if you have any more questions just ask!

J-S
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Thanks for the post, very helpful. I just have some follow-up questions.


Skylark wrote:
> Hello Basil,
>
> First piece of advice, take things one step at a time, it might seem
> like a lot but it's all easy once you get through it once.
>
> Also, you seem to be going at this blind. Do you know about OSG's main site?
>
>
>
> From there, you can follow the Documentation link on the right, and you
> can click "Getting Started" to get an intro with Linux/Unix-centric
> build instructions, or you can go to "Platform Specifics" and then
> "Windows - Visual Studio" to get Windows-specific build instructions.
> Here's the direct link:
>
>
>
> This is the CMake command-line tool. You seem to be building for Windows
> (from what you say below) so I recommend you use the CMake GUI because
> it will give you a list of the available settings you can modify. Until
> you know what settings you need to modify, the GUI will be a good tool
> to get your bearings.
>
> Next, about those libs it says you're missing. You can get a prebuilt
> dependencies package for Visual Studio 2008 here:
>
>
>
> This will take care of the most important dependencies (IMHO the most
> important are jpeg, png, gif, etc. to be able to load textures from
> images, and freetype to be able to load fonts to display text). But all
> in all, most dependencies are entirely optional. OpenAL, CURL,
> WxWidgets, Qt, etc fall into that category. If you want to use them, you
> can download binaries or build them from source, and then enter the
> relevant paths to includes and libraries in the CMake GUI, but until you
> know you need a specific dependency, you can assume you don't.
>

I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself proved fruitless...


>
>
> If you downloaded the OSG source, you need to compile the whole OSG, not
> just an example. Here you're trying to compile an example without having
> compiled OSG itself, so of course it won't find the libraries. This is
> what I mean when I say to take things one step at a time. You're
> skipping whole steps by opening one specific example's project file.
>
> So, one step at a time.
>
> 1. Open the CMake GUI
>
> 2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
> tree) onto the CMake GUI window. This will fill the "where is the
> source" and "where to build the binaries" fields, though I recommend you
> change the "where to build the binaries" to some other directory so you
> don't pollute your source tree. I generally add "/build_x86_vc9" or
> something like that to identify which platform/compiler combination I'm
> generating project files for.
>
> 3. Click Configure a first time. CMake will ask you whether you want to
> create the build directory if it doesn't yet exist, then it will ask you
> for which platform/compiler you want to generate. I assume you'll want
> to select "Visual Studio 9 (2008) (x86)" or something like that.
>
> 4. You'll notice the center part of the window will be full of red
> fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
> directory where you've put the prebuilt dependencies I linked to above.
> Then you can click Configure again, CMake will try to find as many of
> the dependencies as it can by itself.
>


this would just be /OpenSceneGraph/bin correct?


>
>
> 5. At this point you can change settings as you see fit. Make sure you
> show Advanced Settings at the top of the CMake window, otherwise some
> important settings may be hidden, it's an annoying quirk of CMake. If
> CMake didn't find some dependency you know you have, you can fill in its
> *_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
> BUILD_EXAMPLES if you want it to generate project files for all the
> examples. Look over the other options you have, but in the end you can
> just click Configure until there are no red fields anymore.
>
> I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
> which you want to put your compiled binaries, again separate from your
> source and build trees. That way you're sure where the different things
> are, and you won't get files mixed up between the 3. The directory you
> specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
> you want to develop an application that uses OSG - it will have an
> include, a lib, and a bin subdirectories containing the files you expect.
>
> 6. Click Generate. After a few seconds, it will have finished generating
> the project files, and you can close the CMake GUI.
>
> 7. Open the build directory you specified in "where to build the
> binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
> Double-click that, and you'll see a solution file with a bunch of
> projects, first for the OSG libs themselves, and all the examples,
> applications, plugins etc. You can then select either Debug or Release,
> right-click the INSTALL project and select Build.
>
> That will start building OSG itself, the plugins, the applications and
> the examples. Once all that is built, it will copy the relevant files
> into the directory you specified in CMAKE_INSTALL_PREFIX.
>
> You can, from that solution, open up one of the examples' source code
> and experiment.
>
> Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at
>
>
>
> and is free to download as a PDF. It's a quick read and will give you a
> good start. If you want a printed book, you can check out the
> OpenSceneGraph Beginner's Guide at
>
>
>
> The OSG web site has some tutorials, but unfortunately I find it's hard
> to navigate and some tutorials are out of date. But you should still
> have a look as you'll find some good info and explanations. The examples
> that come with the source are great for learning, as long as you're
> comfortable reading code. :-)
>
> I think OSG is a good abstraction over OpenGL concepts. If you want a
> lightweight framework you could make your own, but among the current
> OpenGL-based frameworks I think it's hard to find something better than
> OSG. It's a matter of taste though, try it out and see... What do you
> expect us to say, you ask this question on a mailing list called
> osg-users! :-)
>
> Hope this helps, and if you have any more questions just ask!
>
> J-S
>


Thanks for the reply. I will take a look at the tutorials. I'm not trying to offend why my question on OSG. I'm not really doing anything super intensive. I wrote a C++ application to cluster 3d space trajectories, and I just want to output the generated clusters (from a plain text file). I don't wanna be doing overkill on this, I just want something quick and easy I suppose.

Thanks once again.

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Hi Basil,

> I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself proved fruitless...

They should be part of the package you have, it's just that CMake didn't
pick them up. They'll generally be the same as the *_RELEASE versions,
but with a "d" or "_D" at the end. Look for them in your 3rdparty directory.

>> 4. You'll notice the center part of the window will be full of red
>> fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
>> directory where you've put the prebuilt dependencies I linked to above.
>> Then you can click Configure again, CMake will try to find as many of
>> the dependencies as it can by itself.
>
> this would just be /OpenSceneGraph/bin correct?

No, it will be the directory where you unzipped the 3rd party
dependencies package... It's the directory where you want CMake to look
for 3rd party libraries.

> Thanks for the reply. I will take a look at the tutorials. I'm not trying to offend why my question on OSG. I'm not really doing anything super intensive. I wrote a C++ application to cluster 3d space trajectories, and I just want to output the generated clusters (from a plain text file). I don't wanna be doing overkill on this, I just want something quick and easy I suppose.

Oh, you didn't offend me (or anyone else I bet) with your question, we
all want to use the best tool for the job. I think in this respect OSG
can scale nicely, letting you complete your simple project now and
scaling up to more complex ones later if the need arises.

Hope this helps,

J-S
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On Tue, Jun 7, 2011 at 11:44 AM, Jean-Sébastien Guay <
jean-> wrote:

> Hi Basil,
>
>
> I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG,
>> GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG,
>> TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get
>> these? A morning filled with googling and trying to build them myself proved
>> fruitless...
>>
>
> They should be part of the package you have, it's just that CMake didn't
> pick them up. They'll generally be the same as the *_RELEASE versions, but
> with a "d" or "_D" at the end. Look for them in your 3rdparty directory.
>
>
>
In any case, as long as you can click the "generate" button, any packages
listed as not found are optional. They are likely useful for loading files,
building examples, etc. but if you're just plotting points you won't need
anything special.

--
Ryan Pavlik
HCI Graduate Student
Virtual Reality Applications Center
Iowa State University


http://academic.cleardefinition.com


If I were to look at one of the examples, which should I look at first?

I do not see Visual studio solution/project files in a great deal of the examples in the OpenSceneGraph/examples/ directory though...

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Hi Basil,

> If I were to look at one of the examples, which should I look at first?

To learn how to generate geometry and points on screen, a good start
would be osggeometry.

> I do not see Visual studio solution/project files in a great deal of the examples in the OpenSceneGraph/examples/ directory though...

That's because they won't be there. As I said, open up the
OpenSceneGraph.sln file which is in the directory you specified in
"where to build the binaries" in CMake. All the examples and other
projects will be there.

The point of using CMake is that it can generate build files (VS project
files, makefiles, XCode projects, etc.) for a variety of different build
systems, so none of those will ever be in the source tree you
download... They're generated by CMake, so they go in the directory you
specified in "where to build the binaries".

Hope this helps,

J-S
--
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Ahh ok, I see it now.

When I open in Visual Studio, I am getting scores of compiler errors. Lots of undeclared identifiers. Perhaps its not finding the headers or something?

I made sure that under tools->options->Projects and Solutions->VC++ DIrectories that I included OpenSceneGraph\lib, OpenSceneGraph\include, and OpenSceneGraph\bin

I also made sure that I included the bin directory in my %PATH% variable and
created %OSG_FILE_PATH% (containing d:\OpenSceneGraph\data;d:\OpenSceneGraph\data\Images;d:\OpenSceneGraph\data\fonts) and %OSGHOME% (contaning d:\OpenSceneGraph).

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Hi Basil,

> When I open in Visual Studio, I am getting scores of compiler errors. Lots of undeclared identifiers. Perhaps its not finding the headers or something?
>
> I made sure that under tools->options->Projects and Solutions->VC++ DIrectories that I included OpenSceneGraph\lib, OpenSceneGraph\include, and OpenSceneGraph\bin

You don't need to do that, the project settings should include all the
paths the projects need to compile. And in fact I'd advise against it,
since if you ever need to compile multiple versions of OSG you'll need
to go change that again... I don't use VC++ Directories at all, I keep
all relevant include / lib paths in the project settings / build files.
It's much easier to keep them in version control that way.

What exactly are you opening in Visual Studio, and what are you trying
to build? What are the errors you're getting? Perhaps paste the compile
log in a text file and attach it to your reply.

> I also made sure that I included the bin directory in my %PATH% variable and
> created %OSG_FILE_PATH% (containing d:\OpenSceneGraph\data;d:\OpenSceneGraph\data\Images;d:\OpenSceneGraph\data\fonts) and %OSGHOME% (contaning d:\OpenSceneGraph).

That's fine, though it won't influence compilation, only runtime. Also
you generally only need the first path you put in OSG_FILE_PATH.

J-S
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Hi Basil,

On OpenSceneGraph.sln choose to compile the project ALL_BUILD , rather than Rebuild Solution.

hopes it help :)

------------------------
Mohamed ALJI


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  #12  
08-06-2011 03:37 PM
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Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.

1. To start off with, then I go into the folder containing OSG and run:
cmake -DBUILD_OSG_EXAMPLES=1

I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Am I missing debug libraries or something, what gives?

3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Thanks!

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On 6/6/2011 3:24 PM, basil huffman wrote:
> Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.
> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

Do you have the 3rdparty libs package? It includes some of those, and the rest aren't
critical.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Which lib files is it looking for?

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

There's the OSG Quickstart guide, have you seen that?

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Maybe, maybe not. Tell us more about what you're seeking to do and then we can advise.

--
Chris 'Xenon' Hanson, omo sanza lettere. http://www.alphapixel.com/
Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting.
"There is no Truth. There is only Perception. To Perceive is to Exist." - Xen
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Hello Basil,

First piece of advice, take things one step at a time, it might seem
like a lot but it's all easy once you get through it once.

Also, you seem to be going at this blind. Do you know about OSG's main site?

http://www.openscenegraph.org/projects/osg/

From there, you can follow the Documentation link on the right, and you
can click "Getting Started" to get an intro with Linux/Unix-centric
build instructions, or you can go to "Platform Specifics" and then
"Windows - Visual Studio" to get Windows-specific build instructions.
Here's the direct link:

http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio

> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
>
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

This is the CMake command-line tool. You seem to be building for Windows
(from what you say below) so I recommend you use the CMake GUI because
it will give you a list of the available settings you can modify. Until
you know what settings you need to modify, the GUI will be a good tool
to get your bearings.

Next, about those libs it says you're missing. You can get a prebuilt
dependencies package for Visual Studio 2008 here:

http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies

This will take care of the most important dependencies (IMHO the most
important are jpeg, png, gif, etc. to be able to load textures from
images, and freetype to be able to load fonts to display text). But all
in all, most dependencies are entirely optional. OpenAL, CURL,
WxWidgets, Qt, etc fall into that category. If you want to use them, you
can download binaries or build them from source, and then enter the
relevant paths to includes and libraries in the CMake GUI, but until you
know you need a specific dependency, you can assume you don't.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e.d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.
>
> Am I missing debug libraries or something, what gives?

If you downloaded the OSG source, you need to compile the whole OSG, not
just an example. Here you're trying to compile an example without having
compiled OSG itself, so of course it won't find the libraries. This is
what I mean when I say to take things one step at a time. You're
skipping whole steps by opening one specific example's project file.

So, one step at a time.

1. Open the CMake GUI

2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
tree) onto the CMake GUI window. This will fill the "where is the
source" and "where to build the binaries" fields, though I recommend you
change the "where to build the binaries" to some other directory so you
don't pollute your source tree. I generally add "/build_x86_vc9" or
something like that to identify which platform/compiler combination I'm
generating project files for.

3. Click Configure a first time. CMake will ask you whether you want to
create the build directory if it doesn't yet exist, then it will ask you
for which platform/compiler you want to generate. I assume you'll want
to select "Visual Studio 9 (2008) (x86)" or something like that.

4. You'll notice the center part of the window will be full of red
fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
directory where you've put the prebuilt dependencies I linked to above.
Then you can click Configure again, CMake will try to find as many of
the dependencies as it can by itself.

5. At this point you can change settings as you see fit. Make sure you
show Advanced Settings at the top of the CMake window, otherwise some
important settings may be hidden, it's an annoying quirk of CMake. If
CMake didn't find some dependency you know you have, you can fill in its
*_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
BUILD_EXAMPLES if you want it to generate project files for all the
examples. Look over the other options you have, but in the end you can
just click Configure until there are no red fields anymore.

I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
which you want to put your compiled binaries, again separate from your
source and build trees. That way you're sure where the different things
are, and you won't get files mixed up between the 3. The directory you
specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
you want to develop an application that uses OSG - it will have an
include, a lib, and a bin subdirectories containing the files you expect.

6. Click Generate. After a few seconds, it will have finished generating
the project files, and you can close the CMake GUI.

7. Open the build directory you specified in "where to build the
binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
Double-click that, and you'll see a solution file with a bunch of
projects, first for the OSG libs themselves, and all the examples,
applications, plugins etc. You can then select either Debug or Release,
right-click the INSTALL project and select Build.

That will start building OSG itself, the plugins, the applications and
the examples. Once all that is built, it will copy the relevant files
into the directory you specified in CMAKE_INSTALL_PREFIX.

You can, from that solution, open up one of the examples' source code
and experiment.

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at

http://www.osgbooks.com/books/osg_qs.html

and is free to download as a PDF. It's a quick read and will give you a
good start. If you want a printed book, you can check out the
OpenSceneGraph Beginner's Guide at

http://www.packtpub.com/openscenegraph-3-0-beginners-guide/book

The OSG web site has some tutorials, but unfortunately I find it's hard
to navigate and some tutorials are out of date. But you should still
have a look as you'll find some good info and explanations. The examples
that come with the source are great for learning, as long as you're
comfortable reading code. :-)

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

I think OSG is a good abstraction over OpenGL concepts. If you want a
lightweight framework you could make your own, but among the current
OpenGL-based frameworks I think it's hard to find something better than
OSG. It's a matter of taste though, try it out and see... What do you
expect us to say, you ask this question on a mailing list called
osg-users! :-)

Hope this helps, and if you have any more questions just ask!

J-S
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Thanks for the post, very helpful. I just have some follow-up questions.


Skylark wrote:
> Hello Basil,
>
> First piece of advice, take things one step at a time, it might seem
> like a lot but it's all easy once you get through it once.
>
> Also, you seem to be going at this blind. Do you know about OSG's main site?
>
>
>
> From there, you can follow the Documentation link on the right, and you
> can click "Getting Started" to get an intro with Linux/Unix-centric
> build instructions, or you can go to "Platform Specifics" and then
> "Windows - Visual Studio" to get Windows-specific build instructions.
> Here's the direct link:
>
>
>
> This is the CMake command-line tool. You seem to be building for Windows
> (from what you say below) so I recommend you use the CMake GUI because
> it will give you a list of the available settings you can modify. Until
> you know what settings you need to modify, the GUI will be a good tool
> to get your bearings.
>
> Next, about those libs it says you're missing. You can get a prebuilt
> dependencies package for Visual Studio 2008 here:
>
>
>
> This will take care of the most important dependencies (IMHO the most
> important are jpeg, png, gif, etc. to be able to load textures from
> images, and freetype to be able to load fonts to display text). But all
> in all, most dependencies are entirely optional. OpenAL, CURL,
> WxWidgets, Qt, etc fall into that category. If you want to use them, you
> can download binaries or build them from source, and then enter the
> relevant paths to includes and libraries in the CMake GUI, but until you
> know you need a specific dependency, you can assume you don't.
>

I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself proved fruitless...


>
>
> If you downloaded the OSG source, you need to compile the whole OSG, not
> just an example. Here you're trying to compile an example without having
> compiled OSG itself, so of course it won't find the libraries. This is
> what I mean when I say to take things one step at a time. You're
> skipping whole steps by opening one specific example's project file.
>
> So, one step at a time.
>
> 1. Open the CMake GUI
>
> 2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
> tree) onto the CMake GUI window. This will fill the "where is the
> source" and "where to build the binaries" fields, though I recommend you
> change the "where to build the binaries" to some other directory so you
> don't pollute your source tree. I generally add "/build_x86_vc9" or
> something like that to identify which platform/compiler combination I'm
> generating project files for.
>
> 3. Click Configure a first time. CMake will ask you whether you want to
> create the build directory if it doesn't yet exist, then it will ask you
> for which platform/compiler you want to generate. I assume you'll want
> to select "Visual Studio 9 (2008) (x86)" or something like that.
>
> 4. You'll notice the center part of the window will be full of red
> fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
> directory where you've put the prebuilt dependencies I linked to above.
> Then you can click Configure again, CMake will try to find as many of
> the dependencies as it can by itself.
>


this would just be /OpenSceneGraph/bin correct?


>
>
> 5. At this point you can change settings as you see fit. Make sure you
> show Advanced Settings at the top of the CMake window, otherwise some
> important settings may be hidden, it's an annoying quirk of CMake. If
> CMake didn't find some dependency you know you have, you can fill in its
> *_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
> BUILD_EXAMPLES if you want it to generate project files for all the
> examples. Look over the other options you have, but in the end you can
> just click Configure until there are no red fields anymore.
>
> I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
> which you want to put your compiled binaries, again separate from your
> source and build trees. That way you're sure where the different things
> are, and you won't get files mixed up between the 3. The directory you
> specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
> you want to develop an application that uses OSG - it will have an
> include, a lib, and a bin subdirectories containing the files you expect.
>
> 6. Click Generate. After a few seconds, it will have finished generating
> the project files, and you can close the CMake GUI.
>
> 7. Open the build directory you specified in "where to build the
> binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
> Double-click that, and you'll see a solution file with a bunch of
> projects, first for the OSG libs themselves, and all the examples,
> applications, plugins etc. You can then select either Debug or Release,
> right-click the INSTALL project and select Build.
>
> That will start building OSG itself, the plugins, the applications and
> the examples. Once all that is built, it will copy the relevant files
> into the directory you specified in CMAKE_INSTALL_PREFIX.
>
> You can, from that solution, open up one of the examples' source code
> and experiment.
>
> Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at
>
>
>
> and is free to download as a PDF. It's a quick read and will give you a
> good start. If you want a printed book, you can check out the
> OpenSceneGraph Beginner's Guide at
>
>
>
> The OSG web site has some tutorials, but unfortunately I find it's hard
> to navigate and some tutorials are out of date. But you should still
> have a look as you'll find some good info and explanations. The examples
> that come with the source are great for learning, as long as you're
> comfortable reading code. :-)
>
> I think OSG is a good abstraction over OpenGL concepts. If you want a
> lightweight framework you could make your own, but among the current
> OpenGL-based frameworks I think it's hard to find something better than
> OSG. It's a matter of taste though, try it out and see... What do you
> expect us to say, you ask this question on a mailing list called
> osg-users! :-)
>
> Hope this helps, and if you have any more questions just ask!
>
> J-S
>


Thanks for the reply. I will take a look at the tutorials. I'm not trying to offend why my question on OSG. I'm not really doing anything super intensive. I wrote a C++ application to cluster 3d space trajectories, and I just want to output the generated clusters (from a plain text file). I don't wanna be doing overkill on this, I just want something quick and easy I suppose.

Thanks once again.

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Hi Basil,

> I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself proved fruitless...

They should be part of the package you have, it's just that CMake didn't
pick them up. They'll generally be the same as the *_RELEASE versions,
but with a "d" or "_D" at the end. Look for them in your 3rdparty directory.

>> 4. You'll notice the center part of the window will be full of red
>> fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
>> directory where you've put the prebuilt dependencies I linked to above.
>> Then you can click Configure again, CMake will try to find as many of
>> the dependencies as it can by itself.
>
> this would just be /OpenSceneGraph/bin correct?

No, it will be the directory where you unzipped the 3rd party
dependencies package... It's the directory where you want CMake to look
for 3rd party libraries.

> Thanks for the reply. I will take a look at the tutorials. I'm not trying to offend why my question on OSG. I'm not really doing anything super intensive. I wrote a C++ application to cluster 3d space trajectories, and I just want to output the generated clusters (from a plain text file). I don't wanna be doing overkill on this, I just want something quick and easy I suppose.

Oh, you didn't offend me (or anyone else I bet) with your question, we
all want to use the best tool for the job. I think in this respect OSG
can scale nicely, letting you complete your simple project now and
scaling up to more complex ones later if the need arises.

Hope this helps,

J-S
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On Tue, Jun 7, 2011 at 11:44 AM, Jean-Sébastien Guay <
jean-> wrote:

> Hi Basil,
>
>
> I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG,
>> GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG,
>> TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get
>> these? A morning filled with googling and trying to build them myself proved
>> fruitless...
>>
>
> They should be part of the package you have, it's just that CMake didn't
> pick them up. They'll generally be the same as the *_RELEASE versions, but
> with a "d" or "_D" at the end. Look for them in your 3rdparty directory.
>
>
>
In any case, as long as you can click the "generate" button, any packages
listed as not found are optional. They are likely useful for loading files,
building examples, etc. but if you're just plotting points you won't need
anything special.

--
Ryan Pavlik
HCI Graduate Student
Virtual Reality Applications Center
Iowa State University


http://academic.cleardefinition.com


If I were to look at one of the examples, which should I look at first?

I do not see Visual studio solution/project files in a great deal of the examples in the OpenSceneGraph/examples/ directory though...

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Hi Basil,

> If I were to look at one of the examples, which should I look at first?

To learn how to generate geometry and points on screen, a good start
would be osggeometry.

> I do not see Visual studio solution/project files in a great deal of the examples in the OpenSceneGraph/examples/ directory though...

That's because they won't be there. As I said, open up the
OpenSceneGraph.sln file which is in the directory you specified in
"where to build the binaries" in CMake. All the examples and other
projects will be there.

The point of using CMake is that it can generate build files (VS project
files, makefiles, XCode projects, etc.) for a variety of different build
systems, so none of those will ever be in the source tree you
download... They're generated by CMake, so they go in the directory you
specified in "where to build the binaries".

Hope this helps,

J-S
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Ahh ok, I see it now.

When I open in Visual Studio, I am getting scores of compiler errors. Lots of undeclared identifiers. Perhaps its not finding the headers or something?

I made sure that under tools->options->Projects and Solutions->VC++ DIrectories that I included OpenSceneGraph\lib, OpenSceneGraph\include, and OpenSceneGraph\bin

I also made sure that I included the bin directory in my %PATH% variable and
created %OSG_FILE_PATH% (containing d:\OpenSceneGraph\data;d:\OpenSceneGraph\data\Images;d:\OpenSceneGraph\data\fonts) and %OSGHOME% (contaning d:\OpenSceneGraph).

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Hi Basil,

> When I open in Visual Studio, I am getting scores of compiler errors. Lots of undeclared identifiers. Perhaps its not finding the headers or something?
>
> I made sure that under tools->options->Projects and Solutions->VC++ DIrectories that I included OpenSceneGraph\lib, OpenSceneGraph\include, and OpenSceneGraph\bin

You don't need to do that, the project settings should include all the
paths the projects need to compile. And in fact I'd advise against it,
since if you ever need to compile multiple versions of OSG you'll need
to go change that again... I don't use VC++ Directories at all, I keep
all relevant include / lib paths in the project settings / build files.
It's much easier to keep them in version control that way.

What exactly are you opening in Visual Studio, and what are you trying
to build? What are the errors you're getting? Perhaps paste the compile
log in a text file and attach it to your reply.

> I also made sure that I included the bin directory in my %PATH% variable and
> created %OSG_FILE_PATH% (containing d:\OpenSceneGraph\data;d:\OpenSceneGraph\data\Images;d:\OpenSceneGraph\data\fonts) and %OSGHOME% (contaning d:\OpenSceneGraph).

That's fine, though it won't influence compilation, only runtime. Also
you generally only need the first path you put in OSG_FILE_PATH.

J-S
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Hi Basil,

On OpenSceneGraph.sln choose to compile the project ALL_BUILD , rather than Rebuild Solution.

hopes it help :)

------------------------
Mohamed ALJI


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For consistency's sake, I did a clean solution then build solution of "ALL_BUILD" with the same results (massive errors). Any ideas?

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  #13  
08-06-2011 05:08 PM
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Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.

1. To start off with, then I go into the folder containing OSG and run:
cmake -DBUILD_OSG_EXAMPLES=1

I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Am I missing debug libraries or something, what gives?

3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Thanks!

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On 6/6/2011 3:24 PM, basil huffman wrote:
> Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.
> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

Do you have the 3rdparty libs package? It includes some of those, and the rest aren't
critical.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Which lib files is it looking for?

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

There's the OSG Quickstart guide, have you seen that?

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Maybe, maybe not. Tell us more about what you're seeking to do and then we can advise.

--
Chris 'Xenon' Hanson, omo sanza lettere. http://www.alphapixel.com/
Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting.
"There is no Truth. There is only Perception. To Perceive is to Exist." - Xen
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Hello Basil,

First piece of advice, take things one step at a time, it might seem
like a lot but it's all easy once you get through it once.

Also, you seem to be going at this blind. Do you know about OSG's main site?

http://www.openscenegraph.org/projects/osg/

From there, you can follow the Documentation link on the right, and you
can click "Getting Started" to get an intro with Linux/Unix-centric
build instructions, or you can go to "Platform Specifics" and then
"Windows - Visual Studio" to get Windows-specific build instructions.
Here's the direct link:

http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio

> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
>
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

This is the CMake command-line tool. You seem to be building for Windows
(from what you say below) so I recommend you use the CMake GUI because
it will give you a list of the available settings you can modify. Until
you know what settings you need to modify, the GUI will be a good tool
to get your bearings.

Next, about those libs it says you're missing. You can get a prebuilt
dependencies package for Visual Studio 2008 here:

http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies

This will take care of the most important dependencies (IMHO the most
important are jpeg, png, gif, etc. to be able to load textures from
images, and freetype to be able to load fonts to display text). But all
in all, most dependencies are entirely optional. OpenAL, CURL,
WxWidgets, Qt, etc fall into that category. If you want to use them, you
can download binaries or build them from source, and then enter the
relevant paths to includes and libraries in the CMake GUI, but until you
know you need a specific dependency, you can assume you don't.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e.d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.
>
> Am I missing debug libraries or something, what gives?

If you downloaded the OSG source, you need to compile the whole OSG, not
just an example. Here you're trying to compile an example without having
compiled OSG itself, so of course it won't find the libraries. This is
what I mean when I say to take things one step at a time. You're
skipping whole steps by opening one specific example's project file.

So, one step at a time.

1. Open the CMake GUI

2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
tree) onto the CMake GUI window. This will fill the "where is the
source" and "where to build the binaries" fields, though I recommend you
change the "where to build the binaries" to some other directory so you
don't pollute your source tree. I generally add "/build_x86_vc9" or
something like that to identify which platform/compiler combination I'm
generating project files for.

3. Click Configure a first time. CMake will ask you whether you want to
create the build directory if it doesn't yet exist, then it will ask you
for which platform/compiler you want to generate. I assume you'll want
to select "Visual Studio 9 (2008) (x86)" or something like that.

4. You'll notice the center part of the window will be full of red
fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
directory where you've put the prebuilt dependencies I linked to above.
Then you can click Configure again, CMake will try to find as many of
the dependencies as it can by itself.

5. At this point you can change settings as you see fit. Make sure you
show Advanced Settings at the top of the CMake window, otherwise some
important settings may be hidden, it's an annoying quirk of CMake. If
CMake didn't find some dependency you know you have, you can fill in its
*_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
BUILD_EXAMPLES if you want it to generate project files for all the
examples. Look over the other options you have, but in the end you can
just click Configure until there are no red fields anymore.

I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
which you want to put your compiled binaries, again separate from your
source and build trees. That way you're sure where the different things
are, and you won't get files mixed up between the 3. The directory you
specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
you want to develop an application that uses OSG - it will have an
include, a lib, and a bin subdirectories containing the files you expect.

6. Click Generate. After a few seconds, it will have finished generating
the project files, and you can close the CMake GUI.

7. Open the build directory you specified in "where to build the
binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
Double-click that, and you'll see a solution file with a bunch of
projects, first for the OSG libs themselves, and all the examples,
applications, plugins etc. You can then select either Debug or Release,
right-click the INSTALL project and select Build.

That will start building OSG itself, the plugins, the applications and
the examples. Once all that is built, it will copy the relevant files
into the directory you specified in CMAKE_INSTALL_PREFIX.

You can, from that solution, open up one of the examples' source code
and experiment.

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at

http://www.osgbooks.com/books/osg_qs.html

and is free to download as a PDF. It's a quick read and will give you a
good start. If you want a printed book, you can check out the
OpenSceneGraph Beginner's Guide at

http://www.packtpub.com/openscenegraph-3-0-beginners-guide/book

The OSG web site has some tutorials, but unfortunately I find it's hard
to navigate and some tutorials are out of date. But you should still
have a look as you'll find some good info and explanations. The examples
that come with the source are great for learning, as long as you're
comfortable reading code. :-)

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

I think OSG is a good abstraction over OpenGL concepts. If you want a
lightweight framework you could make your own, but among the current
OpenGL-based frameworks I think it's hard to find something better than
OSG. It's a matter of taste though, try it out and see... What do you
expect us to say, you ask this question on a mailing list called
osg-users! :-)

Hope this helps, and if you have any more questions just ask!

J-S
--
______________________________________________________
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http://whitestar02.dyndns-web.com/
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Thanks for the post, very helpful. I just have some follow-up questions.


Skylark wrote:
> Hello Basil,
>
> First piece of advice, take things one step at a time, it might seem
> like a lot but it's all easy once you get through it once.
>
> Also, you seem to be going at this blind. Do you know about OSG's main site?
>
>
>
> From there, you can follow the Documentation link on the right, and you
> can click "Getting Started" to get an intro with Linux/Unix-centric
> build instructions, or you can go to "Platform Specifics" and then
> "Windows - Visual Studio" to get Windows-specific build instructions.
> Here's the direct link:
>
>
>
> This is the CMake command-line tool. You seem to be building for Windows
> (from what you say below) so I recommend you use the CMake GUI because
> it will give you a list of the available settings you can modify. Until
> you know what settings you need to modify, the GUI will be a good tool
> to get your bearings.
>
> Next, about those libs it says you're missing. You can get a prebuilt
> dependencies package for Visual Studio 2008 here:
>
>
>
> This will take care of the most important dependencies (IMHO the most
> important are jpeg, png, gif, etc. to be able to load textures from
> images, and freetype to be able to load fonts to display text). But all
> in all, most dependencies are entirely optional. OpenAL, CURL,
> WxWidgets, Qt, etc fall into that category. If you want to use them, you
> can download binaries or build them from source, and then enter the
> relevant paths to includes and libraries in the CMake GUI, but until you
> know you need a specific dependency, you can assume you don't.
>

I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself proved fruitless...


>
>
> If you downloaded the OSG source, you need to compile the whole OSG, not
> just an example. Here you're trying to compile an example without having
> compiled OSG itself, so of course it won't find the libraries. This is
> what I mean when I say to take things one step at a time. You're
> skipping whole steps by opening one specific example's project file.
>
> So, one step at a time.
>
> 1. Open the CMake GUI
>
> 2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
> tree) onto the CMake GUI window. This will fill the "where is the
> source" and "where to build the binaries" fields, though I recommend you
> change the "where to build the binaries" to some other directory so you
> don't pollute your source tree. I generally add "/build_x86_vc9" or
> something like that to identify which platform/compiler combination I'm
> generating project files for.
>
> 3. Click Configure a first time. CMake will ask you whether you want to
> create the build directory if it doesn't yet exist, then it will ask you
> for which platform/compiler you want to generate. I assume you'll want
> to select "Visual Studio 9 (2008) (x86)" or something like that.
>
> 4. You'll notice the center part of the window will be full of red
> fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
> directory where you've put the prebuilt dependencies I linked to above.
> Then you can click Configure again, CMake will try to find as many of
> the dependencies as it can by itself.
>


this would just be /OpenSceneGraph/bin correct?


>
>
> 5. At this point you can change settings as you see fit. Make sure you
> show Advanced Settings at the top of the CMake window, otherwise some
> important settings may be hidden, it's an annoying quirk of CMake. If
> CMake didn't find some dependency you know you have, you can fill in its
> *_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
> BUILD_EXAMPLES if you want it to generate project files for all the
> examples. Look over the other options you have, but in the end you can
> just click Configure until there are no red fields anymore.
>
> I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
> which you want to put your compiled binaries, again separate from your
> source and build trees. That way you're sure where the different things
> are, and you won't get files mixed up between the 3. The directory you
> specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
> you want to develop an application that uses OSG - it will have an
> include, a lib, and a bin subdirectories containing the files you expect.
>
> 6. Click Generate. After a few seconds, it will have finished generating
> the project files, and you can close the CMake GUI.
>
> 7. Open the build directory you specified in "where to build the
> binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
> Double-click that, and you'll see a solution file with a bunch of
> projects, first for the OSG libs themselves, and all the examples,
> applications, plugins etc. You can then select either Debug or Release,
> right-click the INSTALL project and select Build.
>
> That will start building OSG itself, the plugins, the applications and
> the examples. Once all that is built, it will copy the relevant files
> into the directory you specified in CMAKE_INSTALL_PREFIX.
>
> You can, from that solution, open up one of the examples' source code
> and experiment.
>
> Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at
>
>
>
> and is free to download as a PDF. It's a quick read and will give you a
> good start. If you want a printed book, you can check out the
> OpenSceneGraph Beginner's Guide at
>
>
>
> The OSG web site has some tutorials, but unfortunately I find it's hard
> to navigate and some tutorials are out of date. But you should still
> have a look as you'll find some good info and explanations. The examples
> that come with the source are great for learning, as long as you're
> comfortable reading code. :-)
>
> I think OSG is a good abstraction over OpenGL concepts. If you want a
> lightweight framework you could make your own, but among the current
> OpenGL-based frameworks I think it's hard to find something better than
> OSG. It's a matter of taste though, try it out and see... What do you
> expect us to say, you ask this question on a mailing list called
> osg-users! :-)
>
> Hope this helps, and if you have any more questions just ask!
>
> J-S
>


Thanks for the reply. I will take a look at the tutorials. I'm not trying to offend why my question on OSG. I'm not really doing anything super intensive. I wrote a C++ application to cluster 3d space trajectories, and I just want to output the generated clusters (from a plain text file). I don't wanna be doing overkill on this, I just want something quick and easy I suppose.

Thanks once again.

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Hi Basil,

> I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself proved fruitless...

They should be part of the package you have, it's just that CMake didn't
pick them up. They'll generally be the same as the *_RELEASE versions,
but with a "d" or "_D" at the end. Look for them in your 3rdparty directory.

>> 4. You'll notice the center part of the window will be full of red
>> fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
>> directory where you've put the prebuilt dependencies I linked to above.
>> Then you can click Configure again, CMake will try to find as many of
>> the dependencies as it can by itself.
>
> this would just be /OpenSceneGraph/bin correct?

No, it will be the directory where you unzipped the 3rd party
dependencies package... It's the directory where you want CMake to look
for 3rd party libraries.

> Thanks for the reply. I will take a look at the tutorials. I'm not trying to offend why my question on OSG. I'm not really doing anything super intensive. I wrote a C++ application to cluster 3d space trajectories, and I just want to output the generated clusters (from a plain text file). I don't wanna be doing overkill on this, I just want something quick and easy I suppose.

Oh, you didn't offend me (or anyone else I bet) with your question, we
all want to use the best tool for the job. I think in this respect OSG
can scale nicely, letting you complete your simple project now and
scaling up to more complex ones later if the need arises.

Hope this helps,

J-S
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On Tue, Jun 7, 2011 at 11:44 AM, Jean-Sébastien Guay <
jean-> wrote:

> Hi Basil,
>
>
> I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG,
>> GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG,
>> TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get
>> these? A morning filled with googling and trying to build them myself proved
>> fruitless...
>>
>
> They should be part of the package you have, it's just that CMake didn't
> pick them up. They'll generally be the same as the *_RELEASE versions, but
> with a "d" or "_D" at the end. Look for them in your 3rdparty directory.
>
>
>
In any case, as long as you can click the "generate" button, any packages
listed as not found are optional. They are likely useful for loading files,
building examples, etc. but if you're just plotting points you won't need
anything special.

--
Ryan Pavlik
HCI Graduate Student
Virtual Reality Applications Center
Iowa State University


http://academic.cleardefinition.com


If I were to look at one of the examples, which should I look at first?

I do not see Visual studio solution/project files in a great deal of the examples in the OpenSceneGraph/examples/ directory though...

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Hi Basil,

> If I were to look at one of the examples, which should I look at first?

To learn how to generate geometry and points on screen, a good start
would be osggeometry.

> I do not see Visual studio solution/project files in a great deal of the examples in the OpenSceneGraph/examples/ directory though...

That's because they won't be there. As I said, open up the
OpenSceneGraph.sln file which is in the directory you specified in
"where to build the binaries" in CMake. All the examples and other
projects will be there.

The point of using CMake is that it can generate build files (VS project
files, makefiles, XCode projects, etc.) for a variety of different build
systems, so none of those will ever be in the source tree you
download... They're generated by CMake, so they go in the directory you
specified in "where to build the binaries".

Hope this helps,

J-S
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Ahh ok, I see it now.

When I open in Visual Studio, I am getting scores of compiler errors. Lots of undeclared identifiers. Perhaps its not finding the headers or something?

I made sure that under tools->options->Projects and Solutions->VC++ DIrectories that I included OpenSceneGraph\lib, OpenSceneGraph\include, and OpenSceneGraph\bin

I also made sure that I included the bin directory in my %PATH% variable and
created %OSG_FILE_PATH% (containing d:\OpenSceneGraph\data;d:\OpenSceneGraph\data\Images;d:\OpenSceneGraph\data\fonts) and %OSGHOME% (contaning d:\OpenSceneGraph).

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Hi Basil,

> When I open in Visual Studio, I am getting scores of compiler errors. Lots of undeclared identifiers. Perhaps its not finding the headers or something?
>
> I made sure that under tools->options->Projects and Solutions->VC++ DIrectories that I included OpenSceneGraph\lib, OpenSceneGraph\include, and OpenSceneGraph\bin

You don't need to do that, the project settings should include all the
paths the projects need to compile. And in fact I'd advise against it,
since if you ever need to compile multiple versions of OSG you'll need
to go change that again... I don't use VC++ Directories at all, I keep
all relevant include / lib paths in the project settings / build files.
It's much easier to keep them in version control that way.

What exactly are you opening in Visual Studio, and what are you trying
to build? What are the errors you're getting? Perhaps paste the compile
log in a text file and attach it to your reply.

> I also made sure that I included the bin directory in my %PATH% variable and
> created %OSG_FILE_PATH% (containing d:\OpenSceneGraph\data;d:\OpenSceneGraph\data\Images;d:\OpenSceneGraph\data\fonts) and %OSGHOME% (contaning d:\OpenSceneGraph).

That's fine, though it won't influence compilation, only runtime. Also
you generally only need the first path you put in OSG_FILE_PATH.

J-S
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Hi Basil,

On OpenSceneGraph.sln choose to compile the project ALL_BUILD , rather than Rebuild Solution.

hopes it help :)

------------------------
Mohamed ALJI


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For consistency's sake, I did a clean solution then build solution of "ALL_BUILD" with the same results (massive errors). Any ideas?

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ps: ALL_BUILD is a project part of the solution OpenSceneGraph.sln !

------------------------
Mohamed ALJI


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  #14  
08-06-2011 05:44 PM
Osg-users member admin is online now
User
 

Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.

1. To start off with, then I go into the folder containing OSG and run:
cmake -DBUILD_OSG_EXAMPLES=1

I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Am I missing debug libraries or something, what gives?

3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Thanks!

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On 6/6/2011 3:24 PM, basil huffman wrote:
> Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.
> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

Do you have the 3rdparty libs package? It includes some of those, and the rest aren't
critical.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Which lib files is it looking for?

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

There's the OSG Quickstart guide, have you seen that?

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Maybe, maybe not. Tell us more about what you're seeking to do and then we can advise.

--
Chris 'Xenon' Hanson, omo sanza lettere. http://www.alphapixel.com/
Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting.
"There is no Truth. There is only Perception. To Perceive is to Exist." - Xen
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Hello Basil,

First piece of advice, take things one step at a time, it might seem
like a lot but it's all easy once you get through it once.

Also, you seem to be going at this blind. Do you know about OSG's main site?

http://www.openscenegraph.org/projects/osg/

From there, you can follow the Documentation link on the right, and you
can click "Getting Started" to get an intro with Linux/Unix-centric
build instructions, or you can go to "Platform Specifics" and then
"Windows - Visual Studio" to get Windows-specific build instructions.
Here's the direct link:

http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio

> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
>
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

This is the CMake command-line tool. You seem to be building for Windows
(from what you say below) so I recommend you use the CMake GUI because
it will give you a list of the available settings you can modify. Until
you know what settings you need to modify, the GUI will be a good tool
to get your bearings.

Next, about those libs it says you're missing. You can get a prebuilt
dependencies package for Visual Studio 2008 here:

http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies

This will take care of the most important dependencies (IMHO the most
important are jpeg, png, gif, etc. to be able to load textures from
images, and freetype to be able to load fonts to display text). But all
in all, most dependencies are entirely optional. OpenAL, CURL,
WxWidgets, Qt, etc fall into that category. If you want to use them, you
can download binaries or build them from source, and then enter the
relevant paths to includes and libraries in the CMake GUI, but until you
know you need a specific dependency, you can assume you don't.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e.d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.
>
> Am I missing debug libraries or something, what gives?

If you downloaded the OSG source, you need to compile the whole OSG, not
just an example. Here you're trying to compile an example without having
compiled OSG itself, so of course it won't find the libraries. This is
what I mean when I say to take things one step at a time. You're
skipping whole steps by opening one specific example's project file.

So, one step at a time.

1. Open the CMake GUI

2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
tree) onto the CMake GUI window. This will fill the "where is the
source" and "where to build the binaries" fields, though I recommend you
change the "where to build the binaries" to some other directory so you
don't pollute your source tree. I generally add "/build_x86_vc9" or
something like that to identify which platform/compiler combination I'm
generating project files for.

3. Click Configure a first time. CMake will ask you whether you want to
create the build directory if it doesn't yet exist, then it will ask you
for which platform/compiler you want to generate. I assume you'll want
to select "Visual Studio 9 (2008) (x86)" or something like that.

4. You'll notice the center part of the window will be full of red
fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
directory where you've put the prebuilt dependencies I linked to above.
Then you can click Configure again, CMake will try to find as many of
the dependencies as it can by itself.

5. At this point you can change settings as you see fit. Make sure you
show Advanced Settings at the top of the CMake window, otherwise some
important settings may be hidden, it's an annoying quirk of CMake. If
CMake didn't find some dependency you know you have, you can fill in its
*_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
BUILD_EXAMPLES if you want it to generate project files for all the
examples. Look over the other options you have, but in the end you can
just click Configure until there are no red fields anymore.

I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
which you want to put your compiled binaries, again separate from your
source and build trees. That way you're sure where the different things
are, and you won't get files mixed up between the 3. The directory you
specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
you want to develop an application that uses OSG - it will have an
include, a lib, and a bin subdirectories containing the files you expect.

6. Click Generate. After a few seconds, it will have finished generating
the project files, and you can close the CMake GUI.

7. Open the build directory you specified in "where to build the
binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
Double-click that, and you'll see a solution file with a bunch of
projects, first for the OSG libs themselves, and all the examples,
applications, plugins etc. You can then select either Debug or Release,
right-click the INSTALL project and select Build.

That will start building OSG itself, the plugins, the applications and
the examples. Once all that is built, it will copy the relevant files
into the directory you specified in CMAKE_INSTALL_PREFIX.

You can, from that solution, open up one of the examples' source code
and experiment.

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at

http://www.osgbooks.com/books/osg_qs.html

and is free to download as a PDF. It's a quick read and will give you a
good start. If you want a printed book, you can check out the
OpenSceneGraph Beginner's Guide at

http://www.packtpub.com/openscenegraph-3-0-beginners-guide/book

The OSG web site has some tutorials, but unfortunately I find it's hard
to navigate and some tutorials are out of date. But you should still
have a look as you'll find some good info and explanations. The examples
that come with the source are great for learning, as long as you're
comfortable reading code. :-)

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

I think OSG is a good abstraction over OpenGL concepts. If you want a
lightweight framework you could make your own, but among the current
OpenGL-based frameworks I think it's hard to find something better than
OSG. It's a matter of taste though, try it out and see... What do you
expect us to say, you ask this question on a mailing list called
osg-users! :-)

Hope this helps, and if you have any more questions just ask!

J-S
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Thanks for the post, very helpful. I just have some follow-up questions.


Skylark wrote:
> Hello Basil,
>
> First piece of advice, take things one step at a time, it might seem
> like a lot but it's all easy once you get through it once.
>
> Also, you seem to be going at this blind. Do you know about OSG's main site?
>
>
>
> From there, you can follow the Documentation link on the right, and you
> can click "Getting Started" to get an intro with Linux/Unix-centric
> build instructions, or you can go to "Platform Specifics" and then
> "Windows - Visual Studio" to get Windows-specific build instructions.
> Here's the direct link:
>
>
>
> This is the CMake command-line tool. You seem to be building for Windows
> (from what you say below) so I recommend you use the CMake GUI because
> it will give you a list of the available settings you can modify. Until
> you know what settings you need to modify, the GUI will be a good tool
> to get your bearings.
>
> Next, about those libs it says you're missing. You can get a prebuilt
> dependencies package for Visual Studio 2008 here:
>
>
>
> This will take care of the most important dependencies (IMHO the most
> important are jpeg, png, gif, etc. to be able to load textures from
> images, and freetype to be able to load fonts to display text). But all
> in all, most dependencies are entirely optional. OpenAL, CURL,
> WxWidgets, Qt, etc fall into that category. If you want to use them, you
> can download binaries or build them from source, and then enter the
> relevant paths to includes and libraries in the CMake GUI, but until you
> know you need a specific dependency, you can assume you don't.
>

I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself proved fruitless...


>
>
> If you downloaded the OSG source, you need to compile the whole OSG, not
> just an example. Here you're trying to compile an example without having
> compiled OSG itself, so of course it won't find the libraries. This is
> what I mean when I say to take things one step at a time. You're
> skipping whole steps by opening one specific example's project file.
>
> So, one step at a time.
>
> 1. Open the CMake GUI
>
> 2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
> tree) onto the CMake GUI window. This will fill the "where is the
> source" and "where to build the binaries" fields, though I recommend you
> change the "where to build the binaries" to some other directory so you
> don't pollute your source tree. I generally add "/build_x86_vc9" or
> something like that to identify which platform/compiler combination I'm
> generating project files for.
>
> 3. Click Configure a first time. CMake will ask you whether you want to
> create the build directory if it doesn't yet exist, then it will ask you
> for which platform/compiler you want to generate. I assume you'll want
> to select "Visual Studio 9 (2008) (x86)" or something like that.
>
> 4. You'll notice the center part of the window will be full of red
> fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
> directory where you've put the prebuilt dependencies I linked to above.
> Then you can click Configure again, CMake will try to find as many of
> the dependencies as it can by itself.
>


this would just be /OpenSceneGraph/bin correct?


>
>
> 5. At this point you can change settings as you see fit. Make sure you
> show Advanced Settings at the top of the CMake window, otherwise some
> important settings may be hidden, it's an annoying quirk of CMake. If
> CMake didn't find some dependency you know you have, you can fill in its
> *_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
> BUILD_EXAMPLES if you want it to generate project files for all the
> examples. Look over the other options you have, but in the end you can
> just click Configure until there are no red fields anymore.
>
> I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
> which you want to put your compiled binaries, again separate from your
> source and build trees. That way you're sure where the different things
> are, and you won't get files mixed up between the 3. The directory you
> specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
> you want to develop an application that uses OSG - it will have an
> include, a lib, and a bin subdirectories containing the files you expect.
>
> 6. Click Generate. After a few seconds, it will have finished generating
> the project files, and you can close the CMake GUI.
>
> 7. Open the build directory you specified in "where to build the
> binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
> Double-click that, and you'll see a solution file with a bunch of
> projects, first for the OSG libs themselves, and all the examples,
> applications, plugins etc. You can then select either Debug or Release,
> right-click the INSTALL project and select Build.
>
> That will start building OSG itself, the plugins, the applications and
> the examples. Once all that is built, it will copy the relevant files
> into the directory you specified in CMAKE_INSTALL_PREFIX.
>
> You can, from that solution, open up one of the examples' source code
> and experiment.
>
> Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at
>
>
>
> and is free to download as a PDF. It's a quick read and will give you a
> good start. If you want a printed book, you can check out the
> OpenSceneGraph Beginner's Guide at
>
>
>
> The OSG web site has some tutorials, but unfortunately I find it's hard
> to navigate and some tutorials are out of date. But you should still
> have a look as you'll find some good info and explanations. The examples
> that come with the source are great for learning, as long as you're
> comfortable reading code. :-)
>
> I think OSG is a good abstraction over OpenGL concepts. If you want a
> lightweight framework you could make your own, but among the current
> OpenGL-based frameworks I think it's hard to find something better than
> OSG. It's a matter of taste though, try it out and see... What do you
> expect us to say, you ask this question on a mailing list called
> osg-users! :-)
>
> Hope this helps, and if you have any more questions just ask!
>
> J-S
>


Thanks for the reply. I will take a look at the tutorials. I'm not trying to offend why my question on OSG. I'm not really doing anything super intensive. I wrote a C++ application to cluster 3d space trajectories, and I just want to output the generated clusters (from a plain text file). I don't wanna be doing overkill on this, I just want something quick and easy I suppose.

Thanks once again.

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Hi Basil,

> I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself proved fruitless...

They should be part of the package you have, it's just that CMake didn't
pick them up. They'll generally be the same as the *_RELEASE versions,
but with a "d" or "_D" at the end. Look for them in your 3rdparty directory.

>> 4. You'll notice the center part of the window will be full of red
>> fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
>> directory where you've put the prebuilt dependencies I linked to above.
>> Then you can click Configure again, CMake will try to find as many of
>> the dependencies as it can by itself.
>
> this would just be /OpenSceneGraph/bin correct?

No, it will be the directory where you unzipped the 3rd party
dependencies package... It's the directory where you want CMake to look
for 3rd party libraries.

> Thanks for the reply. I will take a look at the tutorials. I'm not trying to offend why my question on OSG. I'm not really doing anything super intensive. I wrote a C++ application to cluster 3d space trajectories, and I just want to output the generated clusters (from a plain text file). I don't wanna be doing overkill on this, I just want something quick and easy I suppose.

Oh, you didn't offend me (or anyone else I bet) with your question, we
all want to use the best tool for the job. I think in this respect OSG
can scale nicely, letting you complete your simple project now and
scaling up to more complex ones later if the need arises.

Hope this helps,

J-S
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On Tue, Jun 7, 2011 at 11:44 AM, Jean-Sébastien Guay <
jean-> wrote:

> Hi Basil,
>
>
> I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG,
>> GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG,
>> TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get
>> these? A morning filled with googling and trying to build them myself proved
>> fruitless...
>>
>
> They should be part of the package you have, it's just that CMake didn't
> pick them up. They'll generally be the same as the *_RELEASE versions, but
> with a "d" or "_D" at the end. Look for them in your 3rdparty directory.
>
>
>
In any case, as long as you can click the "generate" button, any packages
listed as not found are optional. They are likely useful for loading files,
building examples, etc. but if you're just plotting points you won't need
anything special.

--
Ryan Pavlik
HCI Graduate Student
Virtual Reality Applications Center
Iowa State University


http://academic.cleardefinition.com


If I were to look at one of the examples, which should I look at first?

I do not see Visual studio solution/project files in a great deal of the examples in the OpenSceneGraph/examples/ directory though...

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Hi Basil,

> If I were to look at one of the examples, which should I look at first?

To learn how to generate geometry and points on screen, a good start
would be osggeometry.

> I do not see Visual studio solution/project files in a great deal of the examples in the OpenSceneGraph/examples/ directory though...

That's because they won't be there. As I said, open up the
OpenSceneGraph.sln file which is in the directory you specified in
"where to build the binaries" in CMake. All the examples and other
projects will be there.

The point of using CMake is that it can generate build files (VS project
files, makefiles, XCode projects, etc.) for a variety of different build
systems, so none of those will ever be in the source tree you
download... They're generated by CMake, so they go in the directory you
specified in "where to build the binaries".

Hope this helps,

J-S
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Ahh ok, I see it now.

When I open in Visual Studio, I am getting scores of compiler errors. Lots of undeclared identifiers. Perhaps its not finding the headers or something?

I made sure that under tools->options->Projects and Solutions->VC++ DIrectories that I included OpenSceneGraph\lib, OpenSceneGraph\include, and OpenSceneGraph\bin

I also made sure that I included the bin directory in my %PATH% variable and
created %OSG_FILE_PATH% (containing d:\OpenSceneGraph\data;d:\OpenSceneGraph\data\Images;d:\OpenSceneGraph\data\fonts) and %OSGHOME% (contaning d:\OpenSceneGraph).

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Hi Basil,

> When I open in Visual Studio, I am getting scores of compiler errors. Lots of undeclared identifiers. Perhaps its not finding the headers or something?
>
> I made sure that under tools->options->Projects and Solutions->VC++ DIrectories that I included OpenSceneGraph\lib, OpenSceneGraph\include, and OpenSceneGraph\bin

You don't need to do that, the project settings should include all the
paths the projects need to compile. And in fact I'd advise against it,
since if you ever need to compile multiple versions of OSG you'll need
to go change that again... I don't use VC++ Directories at all, I keep
all relevant include / lib paths in the project settings / build files.
It's much easier to keep them in version control that way.

What exactly are you opening in Visual Studio, and what are you trying
to build? What are the errors you're getting? Perhaps paste the compile
log in a text file and attach it to your reply.

> I also made sure that I included the bin directory in my %PATH% variable and
> created %OSG_FILE_PATH% (containing d:\OpenSceneGraph\data;d:\OpenSceneGraph\data\Images;d:\OpenSceneGraph\data\fonts) and %OSGHOME% (contaning d:\OpenSceneGraph).

That's fine, though it won't influence compilation, only runtime. Also
you generally only need the first path you put in OSG_FILE_PATH.

J-S
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Hi Basil,

On OpenSceneGraph.sln choose to compile the project ALL_BUILD , rather than Rebuild Solution.

hopes it help :)

------------------------
Mohamed ALJI


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For consistency's sake, I did a clean solution then build solution of "ALL_BUILD" with the same results (massive errors). Any ideas?

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ps: ALL_BUILD is a project part of the solution OpenSceneGraph.sln !

------------------------
Mohamed ALJI


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I am aware. However, when I do a build solution on ALL_BUILD, it still produces the same slew of errors.

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  #15  
08-06-2011 08:12 PM
Osg-users member admin is online now
User
 

Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.

1. To start off with, then I go into the folder containing OSG and run:
cmake -DBUILD_OSG_EXAMPLES=1

I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Am I missing debug libraries or something, what gives?

3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Thanks!

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On 6/6/2011 3:24 PM, basil huffman wrote:
> Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.
> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

Do you have the 3rdparty libs package? It includes some of those, and the rest aren't
critical.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Which lib files is it looking for?

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

There's the OSG Quickstart guide, have you seen that?

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Maybe, maybe not. Tell us more about what you're seeking to do and then we can advise.

--
Chris 'Xenon' Hanson, omo sanza lettere. http://www.alphapixel.com/
Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting.
"There is no Truth. There is only Perception. To Perceive is to Exist." - Xen
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Hello Basil,

First piece of advice, take things one step at a time, it might seem
like a lot but it's all easy once you get through it once.

Also, you seem to be going at this blind. Do you know about OSG's main site?

http://www.openscenegraph.org/projects/osg/

From there, you can follow the Documentation link on the right, and you
can click "Getting Started" to get an intro with Linux/Unix-centric
build instructions, or you can go to "Platform Specifics" and then
"Windows - Visual Studio" to get Windows-specific build instructions.
Here's the direct link:

http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio

> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
>
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

This is the CMake command-line tool. You seem to be building for Windows
(from what you say below) so I recommend you use the CMake GUI because
it will give you a list of the available settings you can modify. Until
you know what settings you need to modify, the GUI will be a good tool
to get your bearings.

Next, about those libs it says you're missing. You can get a prebuilt
dependencies package for Visual Studio 2008 here:

http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies

This will take care of the most important dependencies (IMHO the most
important are jpeg, png, gif, etc. to be able to load textures from
images, and freetype to be able to load fonts to display text). But all
in all, most dependencies are entirely optional. OpenAL, CURL,
WxWidgets, Qt, etc fall into that category. If you want to use them, you
can download binaries or build them from source, and then enter the
relevant paths to includes and libraries in the CMake GUI, but until you
know you need a specific dependency, you can assume you don't.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e.d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.
>
> Am I missing debug libraries or something, what gives?

If you downloaded the OSG source, you need to compile the whole OSG, not
just an example. Here you're trying to compile an example without having
compiled OSG itself, so of course it won't find the libraries. This is
what I mean when I say to take things one step at a time. You're
skipping whole steps by opening one specific example's project file.

So, one step at a time.

1. Open the CMake GUI

2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
tree) onto the CMake GUI window. This will fill the "where is the
source" and "where to build the binaries" fields, though I recommend you
change the "where to build the binaries" to some other directory so you
don't pollute your source tree. I generally add "/build_x86_vc9" or
something like that to identify which platform/compiler combination I'm
generating project files for.

3. Click Configure a first time. CMake will ask you whether you want to
create the build directory if it doesn't yet exist, then it will ask you
for which platform/compiler you want to generate. I assume you'll want
to select "Visual Studio 9 (2008) (x86)" or something like that.

4. You'll notice the center part of the window will be full of red
fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
directory where you've put the prebuilt dependencies I linked to above.
Then you can click Configure again, CMake will try to find as many of
the dependencies as it can by itself.

5. At this point you can change settings as you see fit. Make sure you
show Advanced Settings at the top of the CMake window, otherwise some
important settings may be hidden, it's an annoying quirk of CMake. If
CMake didn't find some dependency you know you have, you can fill in its
*_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
BUILD_EXAMPLES if you want it to generate project files for all the
examples. Look over the other options you have, but in the end you can
just click Configure until there are no red fields anymore.

I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
which you want to put your compiled binaries, again separate from your
source and build trees. That way you're sure where the different things
are, and you won't get files mixed up between the 3. The directory you
specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
you want to develop an application that uses OSG - it will have an
include, a lib, and a bin subdirectories containing the files you expect.

6. Click Generate. After a few seconds, it will have finished generating
the project files, and you can close the CMake GUI.

7. Open the build directory you specified in "where to build the
binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
Double-click that, and you'll see a solution file with a bunch of
projects, first for the OSG libs themselves, and all the examples,
applications, plugins etc. You can then select either Debug or Release,
right-click the INSTALL project and select Build.

That will start building OSG itself, the plugins, the applications and
the examples. Once all that is built, it will copy the relevant files
into the directory you specified in CMAKE_INSTALL_PREFIX.

You can, from that solution, open up one of the examples' source code
and experiment.

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at

http://www.osgbooks.com/books/osg_qs.html

and is free to download as a PDF. It's a quick read and will give you a
good start. If you want a printed book, you can check out the
OpenSceneGraph Beginner's Guide at

http://www.packtpub.com/openscenegraph-3-0-beginners-guide/book

The OSG web site has some tutorials, but unfortunately I find it's hard
to navigate and some tutorials are out of date. But you should still
have a look as you'll find some good info and explanations. The examples
that come with the source are great for learning, as long as you're
comfortable reading code. :-)

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

I think OSG is a good abstraction over OpenGL concepts. If you want a
lightweight framework you could make your own, but among the current
OpenGL-based frameworks I think it's hard to find something better than
OSG. It's a matter of taste though, try it out and see... What do you
expect us to say, you ask this question on a mailing list called
osg-users! :-)

Hope this helps, and if you have any more questions just ask!

J-S
--
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Thanks for the post, very helpful. I just have some follow-up questions.


Skylark wrote:
> Hello Basil,
>
> First piece of advice, take things one step at a time, it might seem
> like a lot but it's all easy once you get through it once.
>
> Also, you seem to be going at this blind. Do you know about OSG's main site?
>
>
>
> From there, you can follow the Documentation link on the right, and you
> can click "Getting Started" to get an intro with Linux/Unix-centric
> build instructions, or you can go to "Platform Specifics" and then
> "Windows - Visual Studio" to get Windows-specific build instructions.
> Here's the direct link:
>
>
>
> This is the CMake command-line tool. You seem to be building for Windows
> (from what you say below) so I recommend you use the CMake GUI because
> it will give you a list of the available settings you can modify. Until
> you know what settings you need to modify, the GUI will be a good tool
> to get your bearings.
>
> Next, about those libs it says you're missing. You can get a prebuilt
> dependencies package for Visual Studio 2008 here:
>
>
>
> This will take care of the most important dependencies (IMHO the most
> important are jpeg, png, gif, etc. to be able to load textures from
> images, and freetype to be able to load fonts to display text). But all
> in all, most dependencies are entirely optional. OpenAL, CURL,
> WxWidgets, Qt, etc fall into that category. If you want to use them, you
> can download binaries or build them from source, and then enter the
> relevant paths to includes and libraries in the CMake GUI, but until you
> know you need a specific dependency, you can assume you don't.
>

I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself proved fruitless...


>
>
> If you downloaded the OSG source, you need to compile the whole OSG, not
> just an example. Here you're trying to compile an example without having
> compiled OSG itself, so of course it won't find the libraries. This is
> what I mean when I say to take things one step at a time. You're
> skipping whole steps by opening one specific example's project file.
>
> So, one step at a time.
>
> 1. Open the CMake GUI
>
> 2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
> tree) onto the CMake GUI window. This will fill the "where is the
> source" and "where to build the binaries" fields, though I recommend you
> change the "where to build the binaries" to some other directory so you
> don't pollute your source tree. I generally add "/build_x86_vc9" or
> something like that to identify which platform/compiler combination I'm
> generating project files for.
>
> 3. Click Configure a first time. CMake will ask you whether you want to
> create the build directory if it doesn't yet exist, then it will ask you
> for which platform/compiler you want to generate. I assume you'll want
> to select "Visual Studio 9 (2008) (x86)" or something like that.
>
> 4. You'll notice the center part of the window will be full of red
> fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
> directory where you've put the prebuilt dependencies I linked to above.
> Then you can click Configure again, CMake will try to find as many of
> the dependencies as it can by itself.
>


this would just be /OpenSceneGraph/bin correct?


>
>
> 5. At this point you can change settings as you see fit. Make sure you
> show Advanced Settings at the top of the CMake window, otherwise some
> important settings may be hidden, it's an annoying quirk of CMake. If
> CMake didn't find some dependency you know you have, you can fill in its
> *_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
> BUILD_EXAMPLES if you want it to generate project files for all the
> examples. Look over the other options you have, but in the end you can
> just click Configure until there are no red fields anymore.
>
> I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
> which you want to put your compiled binaries, again separate from your
> source and build trees. That way you're sure where the different things
> are, and you won't get files mixed up between the 3. The directory you
> specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
> you want to develop an application that uses OSG - it will have an
> include, a lib, and a bin subdirectories containing the files you expect.
>
> 6. Click Generate. After a few seconds, it will have finished generating
> the project files, and you can close the CMake GUI.
>
> 7. Open the build directory you specified in "where to build the
> binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
> Double-click that, and you'll see a solution file with a bunch of
> projects, first for the OSG libs themselves, and all the examples,
> applications, plugins etc. You can then select either Debug or Release,
> right-click the INSTALL project and select Build.
>
> That will start building OSG itself, the plugins, the applications and
> the examples. Once all that is built, it will copy the relevant files
> into the directory you specified in CMAKE_INSTALL_PREFIX.
>
> You can, from that solution, open up one of the examples' source code
> and experiment.
>
> Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at
>
>
>
> and is free to download as a PDF. It's a quick read and will give you a
> good start. If you want a printed book, you can check out the
> OpenSceneGraph Beginner's Guide at
>
>
>
> The OSG web site has some tutorials, but unfortunately I find it's hard
> to navigate and some tutorials are out of date. But you should still
> have a look as you'll find some good info and explanations. The examples
> that come with the source are great for learning, as long as you're
> comfortable reading code. :-)
>
> I think OSG is a good abstraction over OpenGL concepts. If you want a
> lightweight framework you could make your own, but among the current
> OpenGL-based frameworks I think it's hard to find something better than
> OSG. It's a matter of taste though, try it out and see... What do you
> expect us to say, you ask this question on a mailing list called
> osg-users! :-)
>
> Hope this helps, and if you have any more questions just ask!
>
> J-S
>


Thanks for the reply. I will take a look at the tutorials. I'm not trying to offend why my question on OSG. I'm not really doing anything super intensive. I wrote a C++ application to cluster 3d space trajectories, and I just want to output the generated clusters (from a plain text file). I don't wanna be doing overkill on this, I just want something quick and easy I suppose.

Thanks once again.

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Hi Basil,

> I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself proved fruitless...

They should be part of the package you have, it's just that CMake didn't
pick them up. They'll generally be the same as the *_RELEASE versions,
but with a "d" or "_D" at the end. Look for them in your 3rdparty directory.

>> 4. You'll notice the center part of the window will be full of red
>> fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
>> directory where you've put the prebuilt dependencies I linked to above.
>> Then you can click Configure again, CMake will try to find as many of
>> the dependencies as it can by itself.
>
> this would just be /OpenSceneGraph/bin correct?

No, it will be the directory where you unzipped the 3rd party
dependencies package... It's the directory where you want CMake to look
for 3rd party libraries.

> Thanks for the reply. I will take a look at the tutorials. I'm not trying to offend why my question on OSG. I'm not really doing anything super intensive. I wrote a C++ application to cluster 3d space trajectories, and I just want to output the generated clusters (from a plain text file). I don't wanna be doing overkill on this, I just want something quick and easy I suppose.

Oh, you didn't offend me (or anyone else I bet) with your question, we
all want to use the best tool for the job. I think in this respect OSG
can scale nicely, letting you complete your simple project now and
scaling up to more complex ones later if the need arises.

Hope this helps,

J-S
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On Tue, Jun 7, 2011 at 11:44 AM, Jean-Sébastien Guay <
jean-> wrote:

> Hi Basil,
>
>
> I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG,
>> GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG,
>> TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get
>> these? A morning filled with googling and trying to build them myself proved
>> fruitless...
>>
>
> They should be part of the package you have, it's just that CMake didn't
> pick them up. They'll generally be the same as the *_RELEASE versions, but
> with a "d" or "_D" at the end. Look for them in your 3rdparty directory.
>
>
>
In any case, as long as you can click the "generate" button, any packages
listed as not found are optional. They are likely useful for loading files,
building examples, etc. but if you're just plotting points you won't need
anything special.

--
Ryan Pavlik
HCI Graduate Student
Virtual Reality Applications Center
Iowa State University


http://academic.cleardefinition.com


If I were to look at one of the examples, which should I look at first?

I do not see Visual studio solution/project files in a great deal of the examples in the OpenSceneGraph/examples/ directory though...

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Hi Basil,

> If I were to look at one of the examples, which should I look at first?

To learn how to generate geometry and points on screen, a good start
would be osggeometry.

> I do not see Visual studio solution/project files in a great deal of the examples in the OpenSceneGraph/examples/ directory though...

That's because they won't be there. As I said, open up the
OpenSceneGraph.sln file which is in the directory you specified in
"where to build the binaries" in CMake. All the examples and other
projects will be there.

The point of using CMake is that it can generate build files (VS project
files, makefiles, XCode projects, etc.) for a variety of different build
systems, so none of those will ever be in the source tree you
download... They're generated by CMake, so they go in the directory you
specified in "where to build the binaries".

Hope this helps,

J-S
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Ahh ok, I see it now.

When I open in Visual Studio, I am getting scores of compiler errors. Lots of undeclared identifiers. Perhaps its not finding the headers or something?

I made sure that under tools->options->Projects and Solutions->VC++ DIrectories that I included OpenSceneGraph\lib, OpenSceneGraph\include, and OpenSceneGraph\bin

I also made sure that I included the bin directory in my %PATH% variable and
created %OSG_FILE_PATH% (containing d:\OpenSceneGraph\data;d:\OpenSceneGraph\data\Images;d:\OpenSceneGraph\data\fonts) and %OSGHOME% (contaning d:\OpenSceneGraph).

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Hi Basil,

> When I open in Visual Studio, I am getting scores of compiler errors. Lots of undeclared identifiers. Perhaps its not finding the headers or something?
>
> I made sure that under tools->options->Projects and Solutions->VC++ DIrectories that I included OpenSceneGraph\lib, OpenSceneGraph\include, and OpenSceneGraph\bin

You don't need to do that, the project settings should include all the
paths the projects need to compile. And in fact I'd advise against it,
since if you ever need to compile multiple versions of OSG you'll need
to go change that again... I don't use VC++ Directories at all, I keep
all relevant include / lib paths in the project settings / build files.
It's much easier to keep them in version control that way.

What exactly are you opening in Visual Studio, and what are you trying
to build? What are the errors you're getting? Perhaps paste the compile
log in a text file and attach it to your reply.

> I also made sure that I included the bin directory in my %PATH% variable and
> created %OSG_FILE_PATH% (containing d:\OpenSceneGraph\data;d:\OpenSceneGraph\data\Images;d:\OpenSceneGraph\data\fonts) and %OSGHOME% (contaning d:\OpenSceneGraph).

That's fine, though it won't influence compilation, only runtime. Also
you generally only need the first path you put in OSG_FILE_PATH.

J-S
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Hi Basil,

On OpenSceneGraph.sln choose to compile the project ALL_BUILD , rather than Rebuild Solution.

hopes it help :)

------------------------
Mohamed ALJI


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For consistency's sake, I did a clean solution then build solution of "ALL_BUILD" with the same results (massive errors). Any ideas?

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ps: ALL_BUILD is a project part of the solution OpenSceneGraph.sln !

------------------------
Mohamed ALJI


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I am aware. However, when I do a build solution on ALL_BUILD, it still produces the same slew of errors.

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This error is crucial .


Code:
58>LINK : fatal error LNK1104: cannot open file '..\..\..\lib\OpenThreadsd.lib'



try to set the right path to the OpenThreadsd.lib and check the one of OpenThread.lib.

keep me updated with the new build log please

cheers

------------------------
Mohamed ALJI


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  #16  
09-06-2011 04:53 PM
Osg-users member admin is online now
User
 

Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.

1. To start off with, then I go into the folder containing OSG and run:
cmake -DBUILD_OSG_EXAMPLES=1

I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Am I missing debug libraries or something, what gives?

3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Thanks!

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On 6/6/2011 3:24 PM, basil huffman wrote:
> Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.
> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

Do you have the 3rdparty libs package? It includes some of those, and the rest aren't
critical.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Which lib files is it looking for?

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

There's the OSG Quickstart guide, have you seen that?

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Maybe, maybe not. Tell us more about what you're seeking to do and then we can advise.

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Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting.
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Hello Basil,

First piece of advice, take things one step at a time, it might seem
like a lot but it's all easy once you get through it once.

Also, you seem to be going at this blind. Do you know about OSG's main site?

http://www.openscenegraph.org/projects/osg/

From there, you can follow the Documentation link on the right, and you
can click "Getting Started" to get an intro with Linux/Unix-centric
build instructions, or you can go to "Platform Specifics" and then
"Windows - Visual Studio" to get Windows-specific build instructions.
Here's the direct link:

http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio

> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
>
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

This is the CMake command-line tool. You seem to be building for Windows
(from what you say below) so I recommend you use the CMake GUI because
it will give you a list of the available settings you can modify. Until
you know what settings you need to modify, the GUI will be a good tool
to get your bearings.

Next, about those libs it says you're missing. You can get a prebuilt
dependencies package for Visual Studio 2008 here:

http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies

This will take care of the most important dependencies (IMHO the most
important are jpeg, png, gif, etc. to be able to load textures from
images, and freetype to be able to load fonts to display text). But all
in all, most dependencies are entirely optional. OpenAL, CURL,
WxWidgets, Qt, etc fall into that category. If you want to use them, you
can download binaries or build them from source, and then enter the
relevant paths to includes and libraries in the CMake GUI, but until you
know you need a specific dependency, you can assume you don't.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e.d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.
>
> Am I missing debug libraries or something, what gives?

If you downloaded the OSG source, you need to compile the whole OSG, not
just an example. Here you're trying to compile an example without having
compiled OSG itself, so of course it won't find the libraries. This is
what I mean when I say to take things one step at a time. You're
skipping whole steps by opening one specific example's project file.

So, one step at a time.

1. Open the CMake GUI

2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
tree) onto the CMake GUI window. This will fill the "where is the
source" and "where to build the binaries" fields, though I recommend you
change the "where to build the binaries" to some other directory so you
don't pollute your source tree. I generally add "/build_x86_vc9" or
something like that to identify which platform/compiler combination I'm
generating project files for.

3. Click Configure a first time. CMake will ask you whether you want to
create the build directory if it doesn't yet exist, then it will ask you
for which platform/compiler you want to generate. I assume you'll want
to select "Visual Studio 9 (2008) (x86)" or something like that.

4. You'll notice the center part of the window will be full of red
fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
directory where you've put the prebuilt dependencies I linked to above.
Then you can click Configure again, CMake will try to find as many of
the dependencies as it can by itself.

5. At this point you can change settings as you see fit. Make sure you
show Advanced Settings at the top of the CMake window, otherwise some
important settings may be hidden, it's an annoying quirk of CMake. If
CMake didn't find some dependency you know you have, you can fill in its
*_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
BUILD_EXAMPLES if you want it to generate project files for all the
examples. Look over the other options you have, but in the end you can
just click Configure until there are no red fields anymore.

I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
which you want to put your compiled binaries, again separate from your
source and build trees. That way you're sure where the different things
are, and you won't get files mixed up between the 3. The directory you
specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
you want to develop an application that uses OSG - it will have an
include, a lib, and a bin subdirectories containing the files you expect.

6. Click Generate. After a few seconds, it will have finished generating
the project files, and you can close the CMake GUI.

7. Open the build directory you specified in "where to build the
binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
Double-click that, and you'll see a solution file with a bunch of
projects, first for the OSG libs themselves, and all the examples,
applications, plugins etc. You can then select either Debug or Release,
right-click the INSTALL project and select Build.

That will start building OSG itself, the plugins, the applications and
the examples. Once all that is built, it will copy the relevant files
into the directory you specified in CMAKE_INSTALL_PREFIX.

You can, from that solution, open up one of the examples' source code
and experiment.

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at

http://www.osgbooks.com/books/osg_qs.html

and is free to download as a PDF. It's a quick read and will give you a
good start. If you want a printed book, you can check out the
OpenSceneGraph Beginner's Guide at

http://www.packtpub.com/openscenegraph-3-0-beginners-guide/book

The OSG web site has some tutorials, but unfortunately I find it's hard
to navigate and some tutorials are out of date. But you should still
have a look as you'll find some good info and explanations. The examples
that come with the source are great for learning, as long as you're
comfortable reading code. :-)

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

I think OSG is a good abstraction over OpenGL concepts. If you want a
lightweight framework you could make your own, but among the current
OpenGL-based frameworks I think it's hard to find something better than
OSG. It's a matter of taste though, try it out and see... What do you
expect us to say, you ask this question on a mailing list called
osg-users! :-)

Hope this helps, and if you have any more questions just ask!

J-S
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Thanks for the post, very helpful. I just have some follow-up questions.


Skylark wrote:
> Hello Basil,
>
> First piece of advice, take things one step at a time, it might seem
> like a lot but it's all easy once you get through it once.
>
> Also, you seem to be going at this blind. Do you know about OSG's main site?
>
>
>
> From there, you can follow the Documentation link on the right, and you
> can click "Getting Started" to get an intro with Linux/Unix-centric
> build instructions, or you can go to "Platform Specifics" and then
> "Windows - Visual Studio" to get Windows-specific build instructions.
> Here's the direct link:
>
>
>
> This is the CMake command-line tool. You seem to be building for Windows
> (from what you say below) so I recommend you use the CMake GUI because
> it will give you a list of the available settings you can modify. Until
> you know what settings you need to modify, the GUI will be a good tool
> to get your bearings.
>
> Next, about those libs it says you're missing. You can get a prebuilt
> dependencies package for Visual Studio 2008 here:
>
>
>
> This will take care of the most important dependencies (IMHO the most
> important are jpeg, png, gif, etc. to be able to load textures from
> images, and freetype to be able to load fonts to display text). But all
> in all, most dependencies are entirely optional. OpenAL, CURL,
> WxWidgets, Qt, etc fall into that category. If you want to use them, you
> can download binaries or build them from source, and then enter the
> relevant paths to includes and libraries in the CMake GUI, but until you
> know you need a specific dependency, you can assume you don't.
>

I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself proved fruitless...


>
>
> If you downloaded the OSG source, you need to compile the whole OSG, not
> just an example. Here you're trying to compile an example without having
> compiled OSG itself, so of course it won't find the libraries. This is
> what I mean when I say to take things one step at a time. You're
> skipping whole steps by opening one specific example's project file.
>
> So, one step at a time.
>
> 1. Open the CMake GUI
>
> 2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
> tree) onto the CMake GUI window. This will fill the "where is the
> source" and "where to build the binaries" fields, though I recommend you
> change the "where to build the binaries" to some other directory so you
> don't pollute your source tree. I generally add "/build_x86_vc9" or
> something like that to identify which platform/compiler combination I'm
> generating project files for.
>
> 3. Click Configure a first time. CMake will ask you whether you want to
> create the build directory if it doesn't yet exist, then it will ask you
> for which platform/compiler you want to generate. I assume you'll want
> to select "Visual Studio 9 (2008) (x86)" or something like that.
>
> 4. You'll notice the center part of the window will be full of red
> fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
> directory where you've put the prebuilt dependencies I linked to above.
> Then you can click Configure again, CMake will try to find as many of
> the dependencies as it can by itself.
>


this would just be /OpenSceneGraph/bin correct?


>
>
> 5. At this point you can change settings as you see fit. Make sure you
> show Advanced Settings at the top of the CMake window, otherwise some
> important settings may be hidden, it's an annoying quirk of CMake. If
> CMake didn't find some dependency you know you have, you can fill in its
> *_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
> BUILD_EXAMPLES if you want it to generate project files for all the
> examples. Look over the other options you have, but in the end you can
> just click Configure until there are no red fields anymore.
>
> I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
> which you want to put your compiled binaries, again separate from your
> source and build trees. That way you're sure where the different things
> are, and you won't get files mixed up between the 3. The directory you
> specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
> you want to develop an application that uses OSG - it will have an
> include, a lib, and a bin subdirectories containing the files you expect.
>
> 6. Click Generate. After a few seconds, it will have finished generating
> the project files, and you can close the CMake GUI.
>
> 7. Open the build directory you specified in "where to build the
> binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
> Double-click that, and you'll see a solution file with a bunch of
> projects, first for the OSG libs themselves, and all the examples,
> applications, plugins etc. You can then select either Debug or Release,
> right-click the INSTALL project and select Build.
>
> That will start building OSG itself, the plugins, the applications and
> the examples. Once all that is built, it will copy the relevant files
> into the directory you specified in CMAKE_INSTALL_PREFIX.
>
> You can, from that solution, open up one of the examples' source code
> and experiment.
>
> Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at
>
>
>
> and is free to download as a PDF. It's a quick read and will give you a
> good start. If you want a printed book, you can check out the
> OpenSceneGraph Beginner's Guide at
>
>
>
> The OSG web site has some tutorials, but unfortunately I find it's hard
> to navigate and some tutorials are out of date. But you should still
> have a look as you'll find some good info and explanations. The examples
> that come with the source are great for learning, as long as you're
> comfortable reading code. :-)
>
> I think OSG is a good abstraction over OpenGL concepts. If you want a
> lightweight framework you could make your own, but among the current
> OpenGL-based frameworks I think it's hard to find something better than
> OSG. It's a matter of taste though, try it out and see... What do you
> expect us to say, you ask this question on a mailing list called
> osg-users! :-)
>
> Hope this helps, and if you have any more questions just ask!
>
> J-S
>


Thanks for the reply. I will take a look at the tutorials. I'm not trying to offend why my question on OSG. I'm not really doing anything super intensive. I wrote a C++ application to cluster 3d space trajectories, and I just want to output the generated clusters (from a plain text file). I don't wanna be doing overkill on this, I just want something quick and easy I suppose.

Thanks once again.

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Hi Basil,

> I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself proved fruitless...

They should be part of the package you have, it's just that CMake didn't
pick them up. They'll generally be the same as the *_RELEASE versions,
but with a "d" or "_D" at the end. Look for them in your 3rdparty directory.

>> 4. You'll notice the center part of the window will be full of red
>> fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
>> directory where you've put the prebuilt dependencies I linked to above.
>> Then you can click Configure again, CMake will try to find as many of
>> the dependencies as it can by itself.
>
> this would just be /OpenSceneGraph/bin correct?

No, it will be the directory where you unzipped the 3rd party
dependencies package... It's the directory where you want CMake to look
for 3rd party libraries.

> Thanks for the reply. I will take a look at the tutorials. I'm not trying to offend why my question on OSG. I'm not really doing anything super intensive. I wrote a C++ application to cluster 3d space trajectories, and I just want to output the generated clusters (from a plain text file). I don't wanna be doing overkill on this, I just want something quick and easy I suppose.

Oh, you didn't offend me (or anyone else I bet) with your question, we
all want to use the best tool for the job. I think in this respect OSG
can scale nicely, letting you complete your simple project now and
scaling up to more complex ones later if the need arises.

Hope this helps,

J-S
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On Tue, Jun 7, 2011 at 11:44 AM, Jean-Sébastien Guay <
jean-> wrote:

> Hi Basil,
>
>
> I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG,
>> GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG,
>> TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get
>> these? A morning filled with googling and trying to build them myself proved
>> fruitless...
>>
>
> They should be part of the package you have, it's just that CMake didn't
> pick them up. They'll generally be the same as the *_RELEASE versions, but
> with a "d" or "_D" at the end. Look for them in your 3rdparty directory.
>
>
>
In any case, as long as you can click the "generate" button, any packages
listed as not found are optional. They are likely useful for loading files,
building examples, etc. but if you're just plotting points you won't need
anything special.

--
Ryan Pavlik
HCI Graduate Student
Virtual Reality Applications Center
Iowa State University


http://academic.cleardefinition.com


If I were to look at one of the examples, which should I look at first?

I do not see Visual studio solution/project files in a great deal of the examples in the OpenSceneGraph/examples/ directory though...

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Hi Basil,

> If I were to look at one of the examples, which should I look at first?

To learn how to generate geometry and points on screen, a good start
would be osggeometry.

> I do not see Visual studio solution/project files in a great deal of the examples in the OpenSceneGraph/examples/ directory though...

That's because they won't be there. As I said, open up the
OpenSceneGraph.sln file which is in the directory you specified in
"where to build the binaries" in CMake. All the examples and other
projects will be there.

The point of using CMake is that it can generate build files (VS project
files, makefiles, XCode projects, etc.) for a variety of different build
systems, so none of those will ever be in the source tree you
download... They're generated by CMake, so they go in the directory you
specified in "where to build the binaries".

Hope this helps,

J-S
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Ahh ok, I see it now.

When I open in Visual Studio, I am getting scores of compiler errors. Lots of undeclared identifiers. Perhaps its not finding the headers or something?

I made sure that under tools->options->Projects and Solutions->VC++ DIrectories that I included OpenSceneGraph\lib, OpenSceneGraph\include, and OpenSceneGraph\bin

I also made sure that I included the bin directory in my %PATH% variable and
created %OSG_FILE_PATH% (containing d:\OpenSceneGraph\data;d:\OpenSceneGraph\data\Images;d:\OpenSceneGraph\data\fonts) and %OSGHOME% (contaning d:\OpenSceneGraph).

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Hi Basil,

> When I open in Visual Studio, I am getting scores of compiler errors. Lots of undeclared identifiers. Perhaps its not finding the headers or something?
>
> I made sure that under tools->options->Projects and Solutions->VC++ DIrectories that I included OpenSceneGraph\lib, OpenSceneGraph\include, and OpenSceneGraph\bin

You don't need to do that, the project settings should include all the
paths the projects need to compile. And in fact I'd advise against it,
since if you ever need to compile multiple versions of OSG you'll need
to go change that again... I don't use VC++ Directories at all, I keep
all relevant include / lib paths in the project settings / build files.
It's much easier to keep them in version control that way.

What exactly are you opening in Visual Studio, and what are you trying
to build? What are the errors you're getting? Perhaps paste the compile
log in a text file and attach it to your reply.

> I also made sure that I included the bin directory in my %PATH% variable and
> created %OSG_FILE_PATH% (containing d:\OpenSceneGraph\data;d:\OpenSceneGraph\data\Images;d:\OpenSceneGraph\data\fonts) and %OSGHOME% (contaning d:\OpenSceneGraph).

That's fine, though it won't influence compilation, only runtime. Also
you generally only need the first path you put in OSG_FILE_PATH.

J-S
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Hi Basil,

On OpenSceneGraph.sln choose to compile the project ALL_BUILD , rather than Rebuild Solution.

hopes it help :)

------------------------
Mohamed ALJI


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For consistency's sake, I did a clean solution then build solution of "ALL_BUILD" with the same results (massive errors). Any ideas?

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ps: ALL_BUILD is a project part of the solution OpenSceneGraph.sln !

------------------------
Mohamed ALJI


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I am aware. However, when I do a build solution on ALL_BUILD, it still produces the same slew of errors.

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This error is crucial .


Code:
58>LINK : fatal error LNK1104: cannot open file '..\..\..\lib\OpenThreadsd.lib'



try to set the right path to the OpenThreadsd.lib and check the one of OpenThread.lib.

keep me updated with the new build log please

cheers

------------------------
Mohamed ALJI


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Apparently the message with the build log was deleted (thats what the pm says at least). I uploaded it to my website, you can check it here:

http://www.thisisbasil.us/output.txt


I went into each project and physically changed each relative pathed lib file to an absolute path

i.e. ..\..\..\lib\.lib to D:\OpenSceneGraph\lib\.lib

Now, about half the solutions will build but there are still build errors. This leads me to believe that when cmake did its thing, the paths got botched somehow.

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  #17  
09-06-2011 05:18 PM
Osg-users member admin is online now
User
 

Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.

1. To start off with, then I go into the folder containing OSG and run:
cmake -DBUILD_OSG_EXAMPLES=1

I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Am I missing debug libraries or something, what gives?

3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Thanks!

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On 6/6/2011 3:24 PM, basil huffman wrote:
> Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.
> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

Do you have the 3rdparty libs package? It includes some of those, and the rest aren't
critical.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Which lib files is it looking for?

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

There's the OSG Quickstart guide, have you seen that?

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Maybe, maybe not. Tell us more about what you're seeking to do and then we can advise.

--
Chris 'Xenon' Hanson, omo sanza lettere. http://www.alphapixel.com/
Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting.
"There is no Truth. There is only Perception. To Perceive is to Exist." - Xen
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Hello Basil,

First piece of advice, take things one step at a time, it might seem
like a lot but it's all easy once you get through it once.

Also, you seem to be going at this blind. Do you know about OSG's main site?

http://www.openscenegraph.org/projects/osg/

From there, you can follow the Documentation link on the right, and you
can click "Getting Started" to get an intro with Linux/Unix-centric
build instructions, or you can go to "Platform Specifics" and then
"Windows - Visual Studio" to get Windows-specific build instructions.
Here's the direct link:

http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio

> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
>
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

This is the CMake command-line tool. You seem to be building for Windows
(from what you say below) so I recommend you use the CMake GUI because
it will give you a list of the available settings you can modify. Until
you know what settings you need to modify, the GUI will be a good tool
to get your bearings.

Next, about those libs it says you're missing. You can get a prebuilt
dependencies package for Visual Studio 2008 here:

http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies

This will take care of the most important dependencies (IMHO the most
important are jpeg, png, gif, etc. to be able to load textures from
images, and freetype to be able to load fonts to display text). But all
in all, most dependencies are entirely optional. OpenAL, CURL,
WxWidgets, Qt, etc fall into that category. If you want to use them, you
can download binaries or build them from source, and then enter the
relevant paths to includes and libraries in the CMake GUI, but until you
know you need a specific dependency, you can assume you don't.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e.d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.
>
> Am I missing debug libraries or something, what gives?

If you downloaded the OSG source, you need to compile the whole OSG, not
just an example. Here you're trying to compile an example without having
compiled OSG itself, so of course it won't find the libraries. This is
what I mean when I say to take things one step at a time. You're
skipping whole steps by opening one specific example's project file.

So, one step at a time.

1. Open the CMake GUI

2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
tree) onto the CMake GUI window. This will fill the "where is the
source" and "where to build the binaries" fields, though I recommend you
change the "where to build the binaries" to some other directory so you
don't pollute your source tree. I generally add "/build_x86_vc9" or
something like that to identify which platform/compiler combination I'm
generating project files for.

3. Click Configure a first time. CMake will ask you whether you want to
create the build directory if it doesn't yet exist, then it will ask you
for which platform/compiler you want to generate. I assume you'll want
to select "Visual Studio 9 (2008) (x86)" or something like that.

4. You'll notice the center part of the window will be full of red
fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
directory where you've put the prebuilt dependencies I linked to above.
Then you can click Configure again, CMake will try to find as many of
the dependencies as it can by itself.

5. At this point you can change settings as you see fit. Make sure you
show Advanced Settings at the top of the CMake window, otherwise some
important settings may be hidden, it's an annoying quirk of CMake. If
CMake didn't find some dependency you know you have, you can fill in its
*_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
BUILD_EXAMPLES if you want it to generate project files for all the
examples. Look over the other options you have, but in the end you can
just click Configure until there are no red fields anymore.

I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
which you want to put your compiled binaries, again separate from your
source and build trees. That way you're sure where the different things
are, and you won't get files mixed up between the 3. The directory you
specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
you want to develop an application that uses OSG - it will have an
include, a lib, and a bin subdirectories containing the files you expect.

6. Click Generate. After a few seconds, it will have finished generating
the project files, and you can close the CMake GUI.

7. Open the build directory you specified in "where to build the
binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
Double-click that, and you'll see a solution file with a bunch of
projects, first for the OSG libs themselves, and all the examples,
applications, plugins etc. You can then select either Debug or Release,
right-click the INSTALL project and select Build.

That will start building OSG itself, the plugins, the applications and
the examples. Once all that is built, it will copy the relevant files
into the directory you specified in CMAKE_INSTALL_PREFIX.

You can, from that solution, open up one of the examples' source code
and experiment.

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at

http://www.osgbooks.com/books/osg_qs.html

and is free to download as a PDF. It's a quick read and will give you a
good start. If you want a printed book, you can check out the
OpenSceneGraph Beginner's Guide at

http://www.packtpub.com/openscenegraph-3-0-beginners-guide/book

The OSG web site has some tutorials, but unfortunately I find it's hard
to navigate and some tutorials are out of date. But you should still
have a look as you'll find some good info and explanations. The examples
that come with the source are great for learning, as long as you're
comfortable reading code. :-)

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

I think OSG is a good abstraction over OpenGL concepts. If you want a
lightweight framework you could make your own, but among the current
OpenGL-based frameworks I think it's hard to find something better than
OSG. It's a matter of taste though, try it out and see... What do you
expect us to say, you ask this question on a mailing list called
osg-users! :-)

Hope this helps, and if you have any more questions just ask!

J-S
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Thanks for the post, very helpful. I just have some follow-up questions.


Skylark wrote:
> Hello Basil,
>
> First piece of advice, take things one step at a time, it might seem
> like a lot but it's all easy once you get through it once.
>
> Also, you seem to be going at this blind. Do you know about OSG's main site?
>
>
>
> From there, you can follow the Documentation link on the right, and you
> can click "Getting Started" to get an intro with Linux/Unix-centric
> build instructions, or you can go to "Platform Specifics" and then
> "Windows - Visual Studio" to get Windows-specific build instructions.
> Here's the direct link:
>
>
>
> This is the CMake command-line tool. You seem to be building for Windows
> (from what you say below) so I recommend you use the CMake GUI because
> it will give you a list of the available settings you can modify. Until
> you know what settings you need to modify, the GUI will be a good tool
> to get your bearings.
>
> Next, about those libs it says you're missing. You can get a prebuilt
> dependencies package for Visual Studio 2008 here:
>
>
>
> This will take care of the most important dependencies (IMHO the most
> important are jpeg, png, gif, etc. to be able to load textures from
> images, and freetype to be able to load fonts to display text). But all
> in all, most dependencies are entirely optional. OpenAL, CURL,
> WxWidgets, Qt, etc fall into that category. If you want to use them, you
> can download binaries or build them from source, and then enter the
> relevant paths to includes and libraries in the CMake GUI, but until you
> know you need a specific dependency, you can assume you don't.
>

I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself proved fruitless...


>
>
> If you downloaded the OSG source, you need to compile the whole OSG, not
> just an example. Here you're trying to compile an example without having
> compiled OSG itself, so of course it won't find the libraries. This is
> what I mean when I say to take things one step at a time. You're
> skipping whole steps by opening one specific example's project file.
>
> So, one step at a time.
>
> 1. Open the CMake GUI
>
> 2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
> tree) onto the CMake GUI window. This will fill the "where is the
> source" and "where to build the binaries" fields, though I recommend you
> change the "where to build the binaries" to some other directory so you
> don't pollute your source tree. I generally add "/build_x86_vc9" or
> something like that to identify which platform/compiler combination I'm
> generating project files for.
>
> 3. Click Configure a first time. CMake will ask you whether you want to
> create the build directory if it doesn't yet exist, then it will ask you
> for which platform/compiler you want to generate. I assume you'll want
> to select "Visual Studio 9 (2008) (x86)" or something like that.
>
> 4. You'll notice the center part of the window will be full of red
> fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
> directory where you've put the prebuilt dependencies I linked to above.
> Then you can click Configure again, CMake will try to find as many of
> the dependencies as it can by itself.
>


this would just be /OpenSceneGraph/bin correct?


>
>
> 5. At this point you can change settings as you see fit. Make sure you
> show Advanced Settings at the top of the CMake window, otherwise some
> important settings may be hidden, it's an annoying quirk of CMake. If
> CMake didn't find some dependency you know you have, you can fill in its
> *_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
> BUILD_EXAMPLES if you want it to generate project files for all the
> examples. Look over the other options you have, but in the end you can
> just click Configure until there are no red fields anymore.
>
> I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
> which you want to put your compiled binaries, again separate from your
> source and build trees. That way you're sure where the different things
> are, and you won't get files mixed up between the 3. The directory you
> specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
> you want to develop an application that uses OSG - it will have an
> include, a lib, and a bin subdirectories containing the files you expect.
>
> 6. Click Generate. After a few seconds, it will have finished generating
> the project files, and you can close the CMake GUI.
>
> 7. Open the build directory you specified in "where to build the
> binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
> Double-click that, and you'll see a solution file with a bunch of
> projects, first for the OSG libs themselves, and all the examples,
> applications, plugins etc. You can then select either Debug or Release,
> right-click the INSTALL project and select Build.
>
> That will start building OSG itself, the plugins, the applications and
> the examples. Once all that is built, it will copy the relevant files
> into the directory you specified in CMAKE_INSTALL_PREFIX.
>
> You can, from that solution, open up one of the examples' source code
> and experiment.
>
> Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at
>
>
>
> and is free to download as a PDF. It's a quick read and will give you a
> good start. If you want a printed book, you can check out the
> OpenSceneGraph Beginner's Guide at
>
>
>
> The OSG web site has some tutorials, but unfortunately I find it's hard
> to navigate and some tutorials are out of date. But you should still
> have a look as you'll find some good info and explanations. The examples
> that come with the source are great for learning, as long as you're
> comfortable reading code. :-)
>
> I think OSG is a good abstraction over OpenGL concepts. If you want a
> lightweight framework you could make your own, but among the current
> OpenGL-based frameworks I think it's hard to find something better than
> OSG. It's a matter of taste though, try it out and see... What do you
> expect us to say, you ask this question on a mailing list called
> osg-users! :-)
>
> Hope this helps, and if you have any more questions just ask!
>
> J-S
>


Thanks for the reply. I will take a look at the tutorials. I'm not trying to offend why my question on OSG. I'm not really doing anything super intensive. I wrote a C++ application to cluster 3d space trajectories, and I just want to output the generated clusters (from a plain text file). I don't wanna be doing overkill on this, I just want something quick and easy I suppose.

Thanks once again.

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Hi Basil,

> I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself proved fruitless...

They should be part of the package you have, it's just that CMake didn't
pick them up. They'll generally be the same as the *_RELEASE versions,
but with a "d" or "_D" at the end. Look for them in your 3rdparty directory.

>> 4. You'll notice the center part of the window will be full of red
>> fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
>> directory where you've put the prebuilt dependencies I linked to above.
>> Then you can click Configure again, CMake will try to find as many of
>> the dependencies as it can by itself.
>
> this would just be /OpenSceneGraph/bin correct?

No, it will be the directory where you unzipped the 3rd party
dependencies package... It's the directory where you want CMake to look
for 3rd party libraries.

> Thanks for the reply. I will take a look at the tutorials. I'm not trying to offend why my question on OSG. I'm not really doing anything super intensive. I wrote a C++ application to cluster 3d space trajectories, and I just want to output the generated clusters (from a plain text file). I don't wanna be doing overkill on this, I just want something quick and easy I suppose.

Oh, you didn't offend me (or anyone else I bet) with your question, we
all want to use the best tool for the job. I think in this respect OSG
can scale nicely, letting you complete your simple project now and
scaling up to more complex ones later if the need arises.

Hope this helps,

J-S
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On Tue, Jun 7, 2011 at 11:44 AM, Jean-Sébastien Guay <
jean-> wrote:

> Hi Basil,
>
>
> I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG,
>> GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG,
>> TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get
>> these? A morning filled with googling and trying to build them myself proved
>> fruitless...
>>
>
> They should be part of the package you have, it's just that CMake didn't
> pick them up. They'll generally be the same as the *_RELEASE versions, but
> with a "d" or "_D" at the end. Look for them in your 3rdparty directory.
>
>
>
In any case, as long as you can click the "generate" button, any packages
listed as not found are optional. They are likely useful for loading files,
building examples, etc. but if you're just plotting points you won't need
anything special.

--
Ryan Pavlik
HCI Graduate Student
Virtual Reality Applications Center
Iowa State University


http://academic.cleardefinition.com


If I were to look at one of the examples, which should I look at first?

I do not see Visual studio solution/project files in a great deal of the examples in the OpenSceneGraph/examples/ directory though...

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Hi Basil,

> If I were to look at one of the examples, which should I look at first?

To learn how to generate geometry and points on screen, a good start
would be osggeometry.

> I do not see Visual studio solution/project files in a great deal of the examples in the OpenSceneGraph/examples/ directory though...

That's because they won't be there. As I said, open up the
OpenSceneGraph.sln file which is in the directory you specified in
"where to build the binaries" in CMake. All the examples and other
projects will be there.

The point of using CMake is that it can generate build files (VS project
files, makefiles, XCode projects, etc.) for a variety of different build
systems, so none of those will ever be in the source tree you
download... They're generated by CMake, so they go in the directory you
specified in "where to build the binaries".

Hope this helps,

J-S
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Ahh ok, I see it now.

When I open in Visual Studio, I am getting scores of compiler errors. Lots of undeclared identifiers. Perhaps its not finding the headers or something?

I made sure that under tools->options->Projects and Solutions->VC++ DIrectories that I included OpenSceneGraph\lib, OpenSceneGraph\include, and OpenSceneGraph\bin

I also made sure that I included the bin directory in my %PATH% variable and
created %OSG_FILE_PATH% (containing d:\OpenSceneGraph\data;d:\OpenSceneGraph\data\Images;d:\OpenSceneGraph\data\fonts) and %OSGHOME% (contaning d:\OpenSceneGraph).

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Hi Basil,

> When I open in Visual Studio, I am getting scores of compiler errors. Lots of undeclared identifiers. Perhaps its not finding the headers or something?
>
> I made sure that under tools->options->Projects and Solutions->VC++ DIrectories that I included OpenSceneGraph\lib, OpenSceneGraph\include, and OpenSceneGraph\bin

You don't need to do that, the project settings should include all the
paths the projects need to compile. And in fact I'd advise against it,
since if you ever need to compile multiple versions of OSG you'll need
to go change that again... I don't use VC++ Directories at all, I keep
all relevant include / lib paths in the project settings / build files.
It's much easier to keep them in version control that way.

What exactly are you opening in Visual Studio, and what are you trying
to build? What are the errors you're getting? Perhaps paste the compile
log in a text file and attach it to your reply.

> I also made sure that I included the bin directory in my %PATH% variable and
> created %OSG_FILE_PATH% (containing d:\OpenSceneGraph\data;d:\OpenSceneGraph\data\Images;d:\OpenSceneGraph\data\fonts) and %OSGHOME% (contaning d:\OpenSceneGraph).

That's fine, though it won't influence compilation, only runtime. Also
you generally only need the first path you put in OSG_FILE_PATH.

J-S
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Hi Basil,

On OpenSceneGraph.sln choose to compile the project ALL_BUILD , rather than Rebuild Solution.

hopes it help :)

------------------------
Mohamed ALJI


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For consistency's sake, I did a clean solution then build solution of "ALL_BUILD" with the same results (massive errors). Any ideas?

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ps: ALL_BUILD is a project part of the solution OpenSceneGraph.sln !

------------------------
Mohamed ALJI


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I am aware. However, when I do a build solution on ALL_BUILD, it still produces the same slew of errors.

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This error is crucial .


Code:
58>LINK : fatal error LNK1104: cannot open file '..\..\..\lib\OpenThreadsd.lib'



try to set the right path to the OpenThreadsd.lib and check the one of OpenThread.lib.

keep me updated with the new build log please

cheers

------------------------
Mohamed ALJI


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Apparently the message with the build log was deleted (thats what the pm says at least). I uploaded it to my website, you can check it here:

http://www.thisisbasil.us/output.txt


I went into each project and physically changed each relative pathed lib file to an absolute path

i.e. ..\..\..\lib\.lib to D:\OpenSceneGraph\lib\.lib

Now, about half the solutions will build but there are still build errors. This leads me to believe that when cmake did its thing, the paths got botched somehow.

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Hi Basil,

> I went into each project and physically changed each relative pathed lib file to an absolute path
>
> i.e. ..\..\..\lib\.lib to D:\OpenSceneGraph\lib\.lib
>
> Now, about half the solutions will build but there are still build errors. This leads me to believe that when cmake did its thing, the paths got botched somehow.

There is no reason you should need to do this. Indeed, it seems to
indicate something went really wrong. I suggest you start over
completely (delete your build directory completely). I have *never* had
to manually change include or linker paths when compiling OSG since the
CMake build system was put in place, and there's no reason it should be
any different for you.

BTW, what version of CMake are you using? I suspect a pretty recent one,
but just to be sure...

Hope this helps,

J-S
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  #18  
09-06-2011 05:49 PM
Osg-users member admin is online now
User
 

Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.

1. To start off with, then I go into the folder containing OSG and run:
cmake -DBUILD_OSG_EXAMPLES=1

I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Am I missing debug libraries or something, what gives?

3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Thanks!

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On 6/6/2011 3:24 PM, basil huffman wrote:
> Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.
> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

Do you have the 3rdparty libs package? It includes some of those, and the rest aren't
critical.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Which lib files is it looking for?

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

There's the OSG Quickstart guide, have you seen that?

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Maybe, maybe not. Tell us more about what you're seeking to do and then we can advise.

--
Chris 'Xenon' Hanson, omo sanza lettere. http://www.alphapixel.com/
Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting.
"There is no Truth. There is only Perception. To Perceive is to Exist." - Xen
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Hello Basil,

First piece of advice, take things one step at a time, it might seem
like a lot but it's all easy once you get through it once.

Also, you seem to be going at this blind. Do you know about OSG's main site?

http://www.openscenegraph.org/projects/osg/

From there, you can follow the Documentation link on the right, and you
can click "Getting Started" to get an intro with Linux/Unix-centric
build instructions, or you can go to "Platform Specifics" and then
"Windows - Visual Studio" to get Windows-specific build instructions.
Here's the direct link:

http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio

> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
>
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

This is the CMake command-line tool. You seem to be building for Windows
(from what you say below) so I recommend you use the CMake GUI because
it will give you a list of the available settings you can modify. Until
you know what settings you need to modify, the GUI will be a good tool
to get your bearings.

Next, about those libs it says you're missing. You can get a prebuilt
dependencies package for Visual Studio 2008 here:

http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies

This will take care of the most important dependencies (IMHO the most
important are jpeg, png, gif, etc. to be able to load textures from
images, and freetype to be able to load fonts to display text). But all
in all, most dependencies are entirely optional. OpenAL, CURL,
WxWidgets, Qt, etc fall into that category. If you want to use them, you
can download binaries or build them from source, and then enter the
relevant paths to includes and libraries in the CMake GUI, but until you
know you need a specific dependency, you can assume you don't.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e.d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.
>
> Am I missing debug libraries or something, what gives?

If you downloaded the OSG source, you need to compile the whole OSG, not
just an example. Here you're trying to compile an example without having
compiled OSG itself, so of course it won't find the libraries. This is
what I mean when I say to take things one step at a time. You're
skipping whole steps by opening one specific example's project file.

So, one step at a time.

1. Open the CMake GUI

2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
tree) onto the CMake GUI window. This will fill the "where is the
source" and "where to build the binaries" fields, though I recommend you
change the "where to build the binaries" to some other directory so you
don't pollute your source tree. I generally add "/build_x86_vc9" or
something like that to identify which platform/compiler combination I'm
generating project files for.

3. Click Configure a first time. CMake will ask you whether you want to
create the build directory if it doesn't yet exist, then it will ask you
for which platform/compiler you want to generate. I assume you'll want
to select "Visual Studio 9 (2008) (x86)" or something like that.

4. You'll notice the center part of the window will be full of red
fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
directory where you've put the prebuilt dependencies I linked to above.
Then you can click Configure again, CMake will try to find as many of
the dependencies as it can by itself.

5. At this point you can change settings as you see fit. Make sure you
show Advanced Settings at the top of the CMake window, otherwise some
important settings may be hidden, it's an annoying quirk of CMake. If
CMake didn't find some dependency you know you have, you can fill in its
*_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
BUILD_EXAMPLES if you want it to generate project files for all the
examples. Look over the other options you have, but in the end you can
just click Configure until there are no red fields anymore.

I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
which you want to put your compiled binaries, again separate from your
source and build trees. That way you're sure where the different things
are, and you won't get files mixed up between the 3. The directory you
specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
you want to develop an application that uses OSG - it will have an
include, a lib, and a bin subdirectories containing the files you expect.

6. Click Generate. After a few seconds, it will have finished generating
the project files, and you can close the CMake GUI.

7. Open the build directory you specified in "where to build the
binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
Double-click that, and you'll see a solution file with a bunch of
projects, first for the OSG libs themselves, and all the examples,
applications, plugins etc. You can then select either Debug or Release,
right-click the INSTALL project and select Build.

That will start building OSG itself, the plugins, the applications and
the examples. Once all that is built, it will copy the relevant files
into the directory you specified in CMAKE_INSTALL_PREFIX.

You can, from that solution, open up one of the examples' source code
and experiment.

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at

http://www.osgbooks.com/books/osg_qs.html

and is free to download as a PDF. It's a quick read and will give you a
good start. If you want a printed book, you can check out the
OpenSceneGraph Beginner's Guide at

http://www.packtpub.com/openscenegraph-3-0-beginners-guide/book

The OSG web site has some tutorials, but unfortunately I find it's hard
to navigate and some tutorials are out of date. But you should still
have a look as you'll find some good info and explanations. The examples
that come with the source are great for learning, as long as you're
comfortable reading code. :-)

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

I think OSG is a good abstraction over OpenGL concepts. If you want a
lightweight framework you could make your own, but among the current
OpenGL-based frameworks I think it's hard to find something better than
OSG. It's a matter of taste though, try it out and see... What do you
expect us to say, you ask this question on a mailing list called
osg-users! :-)

Hope this helps, and if you have any more questions just ask!

J-S
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Thanks for the post, very helpful. I just have some follow-up questions.


Skylark wrote:
> Hello Basil,
>
> First piece of advice, take things one step at a time, it might seem
> like a lot but it's all easy once you get through it once.
>
> Also, you seem to be going at this blind. Do you know about OSG's main site?
>
>
>
> From there, you can follow the Documentation link on the right, and you
> can click "Getting Started" to get an intro with Linux/Unix-centric
> build instructions, or you can go to "Platform Specifics" and then
> "Windows - Visual Studio" to get Windows-specific build instructions.
> Here's the direct link:
>
>
>
> This is the CMake command-line tool. You seem to be building for Windows
> (from what you say below) so I recommend you use the CMake GUI because
> it will give you a list of the available settings you can modify. Until
> you know what settings you need to modify, the GUI will be a good tool
> to get your bearings.
>
> Next, about those libs it says you're missing. You can get a prebuilt
> dependencies package for Visual Studio 2008 here:
>
>
>
> This will take care of the most important dependencies (IMHO the most
> important are jpeg, png, gif, etc. to be able to load textures from
> images, and freetype to be able to load fonts to display text). But all
> in all, most dependencies are entirely optional. OpenAL, CURL,
> WxWidgets, Qt, etc fall into that category. If you want to use them, you
> can download binaries or build them from source, and then enter the
> relevant paths to includes and libraries in the CMake GUI, but until you
> know you need a specific dependency, you can assume you don't.
>

I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself proved fruitless...


>
>
> If you downloaded the OSG source, you need to compile the whole OSG, not
> just an example. Here you're trying to compile an example without having
> compiled OSG itself, so of course it won't find the libraries. This is
> what I mean when I say to take things one step at a time. You're
> skipping whole steps by opening one specific example's project file.
>
> So, one step at a time.
>
> 1. Open the CMake GUI
>
> 2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
> tree) onto the CMake GUI window. This will fill the "where is the
> source" and "where to build the binaries" fields, though I recommend you
> change the "where to build the binaries" to some other directory so you
> don't pollute your source tree. I generally add "/build_x86_vc9" or
> something like that to identify which platform/compiler combination I'm
> generating project files for.
>
> 3. Click Configure a first time. CMake will ask you whether you want to
> create the build directory if it doesn't yet exist, then it will ask you
> for which platform/compiler you want to generate. I assume you'll want
> to select "Visual Studio 9 (2008) (x86)" or something like that.
>
> 4. You'll notice the center part of the window will be full of red
> fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
> directory where you've put the prebuilt dependencies I linked to above.
> Then you can click Configure again, CMake will try to find as many of
> the dependencies as it can by itself.
>


this would just be /OpenSceneGraph/bin correct?


>
>
> 5. At this point you can change settings as you see fit. Make sure you
> show Advanced Settings at the top of the CMake window, otherwise some
> important settings may be hidden, it's an annoying quirk of CMake. If
> CMake didn't find some dependency you know you have, you can fill in its
> *_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
> BUILD_EXAMPLES if you want it to generate project files for all the
> examples. Look over the other options you have, but in the end you can
> just click Configure until there are no red fields anymore.
>
> I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
> which you want to put your compiled binaries, again separate from your
> source and build trees. That way you're sure where the different things
> are, and you won't get files mixed up between the 3. The directory you
> specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
> you want to develop an application that uses OSG - it will have an
> include, a lib, and a bin subdirectories containing the files you expect.
>
> 6. Click Generate. After a few seconds, it will have finished generating
> the project files, and you can close the CMake GUI.
>
> 7. Open the build directory you specified in "where to build the
> binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
> Double-click that, and you'll see a solution file with a bunch of
> projects, first for the OSG libs themselves, and all the examples,
> applications, plugins etc. You can then select either Debug or Release,
> right-click the INSTALL project and select Build.
>
> That will start building OSG itself, the plugins, the applications and
> the examples. Once all that is built, it will copy the relevant files
> into the directory you specified in CMAKE_INSTALL_PREFIX.
>
> You can, from that solution, open up one of the examples' source code
> and experiment.
>
> Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at
>
>
>
> and is free to download as a PDF. It's a quick read and will give you a
> good start. If you want a printed book, you can check out the
> OpenSceneGraph Beginner's Guide at
>
>
>
> The OSG web site has some tutorials, but unfortunately I find it's hard
> to navigate and some tutorials are out of date. But you should still
> have a look as you'll find some good info and explanations. The examples
> that come with the source are great for learning, as long as you're
> comfortable reading code. :-)
>
> I think OSG is a good abstraction over OpenGL concepts. If you want a
> lightweight framework you could make your own, but among the current
> OpenGL-based frameworks I think it's hard to find something better than
> OSG. It's a matter of taste though, try it out and see... What do you
> expect us to say, you ask this question on a mailing list called
> osg-users! :-)
>
> Hope this helps, and if you have any more questions just ask!
>
> J-S
>


Thanks for the reply. I will take a look at the tutorials. I'm not trying to offend why my question on OSG. I'm not really doing anything super intensive. I wrote a C++ application to cluster 3d space trajectories, and I just want to output the generated clusters (from a plain text file). I don't wanna be doing overkill on this, I just want something quick and easy I suppose.

Thanks once again.

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Hi Basil,

> I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself proved fruitless...

They should be part of the package you have, it's just that CMake didn't
pick them up. They'll generally be the same as the *_RELEASE versions,
but with a "d" or "_D" at the end. Look for them in your 3rdparty directory.

>> 4. You'll notice the center part of the window will be full of red
>> fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
>> directory where you've put the prebuilt dependencies I linked to above.
>> Then you can click Configure again, CMake will try to find as many of
>> the dependencies as it can by itself.
>
> this would just be /OpenSceneGraph/bin correct?

No, it will be the directory where you unzipped the 3rd party
dependencies package... It's the directory where you want CMake to look
for 3rd party libraries.

> Thanks for the reply. I will take a look at the tutorials. I'm not trying to offend why my question on OSG. I'm not really doing anything super intensive. I wrote a C++ application to cluster 3d space trajectories, and I just want to output the generated clusters (from a plain text file). I don't wanna be doing overkill on this, I just want something quick and easy I suppose.

Oh, you didn't offend me (or anyone else I bet) with your question, we
all want to use the best tool for the job. I think in this respect OSG
can scale nicely, letting you complete your simple project now and
scaling up to more complex ones later if the need arises.

Hope this helps,

J-S
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On Tue, Jun 7, 2011 at 11:44 AM, Jean-Sébastien Guay <
jean-> wrote:

> Hi Basil,
>
>
> I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG,
>> GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG,
>> TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get
>> these? A morning filled with googling and trying to build them myself proved
>> fruitless...
>>
>
> They should be part of the package you have, it's just that CMake didn't
> pick them up. They'll generally be the same as the *_RELEASE versions, but
> with a "d" or "_D" at the end. Look for them in your 3rdparty directory.
>
>
>
In any case, as long as you can click the "generate" button, any packages
listed as not found are optional. They are likely useful for loading files,
building examples, etc. but if you're just plotting points you won't need
anything special.

--
Ryan Pavlik
HCI Graduate Student
Virtual Reality Applications Center
Iowa State University


http://academic.cleardefinition.com


If I were to look at one of the examples, which should I look at first?

I do not see Visual studio solution/project files in a great deal of the examples in the OpenSceneGraph/examples/ directory though...

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Hi Basil,

> If I were to look at one of the examples, which should I look at first?

To learn how to generate geometry and points on screen, a good start
would be osggeometry.

> I do not see Visual studio solution/project files in a great deal of the examples in the OpenSceneGraph/examples/ directory though...

That's because they won't be there. As I said, open up the
OpenSceneGraph.sln file which is in the directory you specified in
"where to build the binaries" in CMake. All the examples and other
projects will be there.

The point of using CMake is that it can generate build files (VS project
files, makefiles, XCode projects, etc.) for a variety of different build
systems, so none of those will ever be in the source tree you
download... They're generated by CMake, so they go in the directory you
specified in "where to build the binaries".

Hope this helps,

J-S
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Ahh ok, I see it now.

When I open in Visual Studio, I am getting scores of compiler errors. Lots of undeclared identifiers. Perhaps its not finding the headers or something?

I made sure that under tools->options->Projects and Solutions->VC++ DIrectories that I included OpenSceneGraph\lib, OpenSceneGraph\include, and OpenSceneGraph\bin

I also made sure that I included the bin directory in my %PATH% variable and
created %OSG_FILE_PATH% (containing d:\OpenSceneGraph\data;d:\OpenSceneGraph\data\Images;d:\OpenSceneGraph\data\fonts) and %OSGHOME% (contaning d:\OpenSceneGraph).

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Hi Basil,

> When I open in Visual Studio, I am getting scores of compiler errors. Lots of undeclared identifiers. Perhaps its not finding the headers or something?
>
> I made sure that under tools->options->Projects and Solutions->VC++ DIrectories that I included OpenSceneGraph\lib, OpenSceneGraph\include, and OpenSceneGraph\bin

You don't need to do that, the project settings should include all the
paths the projects need to compile. And in fact I'd advise against it,
since if you ever need to compile multiple versions of OSG you'll need
to go change that again... I don't use VC++ Directories at all, I keep
all relevant include / lib paths in the project settings / build files.
It's much easier to keep them in version control that way.

What exactly are you opening in Visual Studio, and what are you trying
to build? What are the errors you're getting? Perhaps paste the compile
log in a text file and attach it to your reply.

> I also made sure that I included the bin directory in my %PATH% variable and
> created %OSG_FILE_PATH% (containing d:\OpenSceneGraph\data;d:\OpenSceneGraph\data\Images;d:\OpenSceneGraph\data\fonts) and %OSGHOME% (contaning d:\OpenSceneGraph).

That's fine, though it won't influence compilation, only runtime. Also
you generally only need the first path you put in OSG_FILE_PATH.

J-S
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Hi Basil,

On OpenSceneGraph.sln choose to compile the project ALL_BUILD , rather than Rebuild Solution.

hopes it help :)

------------------------
Mohamed ALJI


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For consistency's sake, I did a clean solution then build solution of "ALL_BUILD" with the same results (massive errors). Any ideas?

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ps: ALL_BUILD is a project part of the solution OpenSceneGraph.sln !

------------------------
Mohamed ALJI


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I am aware. However, when I do a build solution on ALL_BUILD, it still produces the same slew of errors.

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This error is crucial .


Code:
58>LINK : fatal error LNK1104: cannot open file '..\..\..\lib\OpenThreadsd.lib'



try to set the right path to the OpenThreadsd.lib and check the one of OpenThread.lib.

keep me updated with the new build log please

cheers

------------------------
Mohamed ALJI


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Apparently the message with the build log was deleted (thats what the pm says at least). I uploaded it to my website, you can check it here:

http://www.thisisbasil.us/output.txt


I went into each project and physically changed each relative pathed lib file to an absolute path

i.e. ..\..\..\lib\.lib to D:\OpenSceneGraph\lib\.lib

Now, about half the solutions will build but there are still build errors. This leads me to believe that when cmake did its thing, the paths got botched somehow.

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Hi Basil,

> I went into each project and physically changed each relative pathed lib file to an absolute path
>
> i.e. ..\..\..\lib\.lib to D:\OpenSceneGraph\lib\.lib
>
> Now, about half the solutions will build but there are still build errors. This leads me to believe that when cmake did its thing, the paths got botched somehow.

There is no reason you should need to do this. Indeed, it seems to
indicate something went really wrong. I suggest you start over
completely (delete your build directory completely). I have *never* had
to manually change include or linker paths when compiling OSG since the
CMake build system was put in place, and there's no reason it should be
any different for you.

BTW, what version of CMake are you using? I suspect a pretty recent one,
but just to be sure...

Hope this helps,

J-S
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right, it is time to delete your build folder and start over.

------------------------
Mohamed ALJI


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  #19  
09-06-2011 06:03 PM
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Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.

1. To start off with, then I go into the folder containing OSG and run:
cmake -DBUILD_OSG_EXAMPLES=1

I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Am I missing debug libraries or something, what gives?

3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Thanks!

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On 6/6/2011 3:24 PM, basil huffman wrote:
> Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.
> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

Do you have the 3rdparty libs package? It includes some of those, and the rest aren't
critical.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Which lib files is it looking for?

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

There's the OSG Quickstart guide, have you seen that?

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Maybe, maybe not. Tell us more about what you're seeking to do and then we can advise.

--
Chris 'Xenon' Hanson, omo sanza lettere. http://www.alphapixel.com/
Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting.
"There is no Truth. There is only Perception. To Perceive is to Exist." - Xen
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Hello Basil,

First piece of advice, take things one step at a time, it might seem
like a lot but it's all easy once you get through it once.

Also, you seem to be going at this blind. Do you know about OSG's main site?

http://www.openscenegraph.org/projects/osg/

From there, you can follow the Documentation link on the right, and you
can click "Getting Started" to get an intro with Linux/Unix-centric
build instructions, or you can go to "Platform Specifics" and then
"Windows - Visual Studio" to get Windows-specific build instructions.
Here's the direct link:

http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio

> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
>
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

This is the CMake command-line tool. You seem to be building for Windows
(from what you say below) so I recommend you use the CMake GUI because
it will give you a list of the available settings you can modify. Until
you know what settings you need to modify, the GUI will be a good tool
to get your bearings.

Next, about those libs it says you're missing. You can get a prebuilt
dependencies package for Visual Studio 2008 here:

http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies

This will take care of the most important dependencies (IMHO the most
important are jpeg, png, gif, etc. to be able to load textures from
images, and freetype to be able to load fonts to display text). But all
in all, most dependencies are entirely optional. OpenAL, CURL,
WxWidgets, Qt, etc fall into that category. If you want to use them, you
can download binaries or build them from source, and then enter the
relevant paths to includes and libraries in the CMake GUI, but until you
know you need a specific dependency, you can assume you don't.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e.d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.
>
> Am I missing debug libraries or something, what gives?

If you downloaded the OSG source, you need to compile the whole OSG, not
just an example. Here you're trying to compile an example without having
compiled OSG itself, so of course it won't find the libraries. This is
what I mean when I say to take things one step at a time. You're
skipping whole steps by opening one specific example's project file.

So, one step at a time.

1. Open the CMake GUI

2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
tree) onto the CMake GUI window. This will fill the "where is the
source" and "where to build the binaries" fields, though I recommend you
change the "where to build the binaries" to some other directory so you
don't pollute your source tree. I generally add "/build_x86_vc9" or
something like that to identify which platform/compiler combination I'm
generating project files for.

3. Click Configure a first time. CMake will ask you whether you want to
create the build directory if it doesn't yet exist, then it will ask you
for which platform/compiler you want to generate. I assume you'll want
to select "Visual Studio 9 (2008) (x86)" or something like that.

4. You'll notice the center part of the window will be full of red
fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
directory where you've put the prebuilt dependencies I linked to above.
Then you can click Configure again, CMake will try to find as many of
the dependencies as it can by itself.

5. At this point you can change settings as you see fit. Make sure you
show Advanced Settings at the top of the CMake window, otherwise some
important settings may be hidden, it's an annoying quirk of CMake. If
CMake didn't find some dependency you know you have, you can fill in its
*_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
BUILD_EXAMPLES if you want it to generate project files for all the
examples. Look over the other options you have, but in the end you can
just click Configure until there are no red fields anymore.

I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
which you want to put your compiled binaries, again separate from your
source and build trees. That way you're sure where the different things
are, and you won't get files mixed up between the 3. The directory you
specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
you want to develop an application that uses OSG - it will have an
include, a lib, and a bin subdirectories containing the files you expect.

6. Click Generate. After a few seconds, it will have finished generating
the project files, and you can close the CMake GUI.

7. Open the build directory you specified in "where to build the
binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
Double-click that, and you'll see a solution file with a bunch of
projects, first for the OSG libs themselves, and all the examples,
applications, plugins etc. You can then select either Debug or Release,
right-click the INSTALL project and select Build.

That will start building OSG itself, the plugins, the applications and
the examples. Once all that is built, it will copy the relevant files
into the directory you specified in CMAKE_INSTALL_PREFIX.

You can, from that solution, open up one of the examples' source code
and experiment.

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at

http://www.osgbooks.com/books/osg_qs.html

and is free to download as a PDF. It's a quick read and will give you a
good start. If you want a printed book, you can check out the
OpenSceneGraph Beginner's Guide at

http://www.packtpub.com/openscenegraph-3-0-beginners-guide/book

The OSG web site has some tutorials, but unfortunately I find it's hard
to navigate and some tutorials are out of date. But you should still
have a look as you'll find some good info and explanations. The examples
that come with the source are great for learning, as long as you're
comfortable reading code. :-)

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

I think OSG is a good abstraction over OpenGL concepts. If you want a
lightweight framework you could make your own, but among the current
OpenGL-based frameworks I think it's hard to find something better than
OSG. It's a matter of taste though, try it out and see... What do you
expect us to say, you ask this question on a mailing list called
osg-users! :-)

Hope this helps, and if you have any more questions just ask!

J-S
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Thanks for the post, very helpful. I just have some follow-up questions.


Skylark wrote:
> Hello Basil,
>
> First piece of advice, take things one step at a time, it might seem
> like a lot but it's all easy once you get through it once.
>
> Also, you seem to be going at this blind. Do you know about OSG's main site?
>
>
>
> From there, you can follow the Documentation link on the right, and you
> can click "Getting Started" to get an intro with Linux/Unix-centric
> build instructions, or you can go to "Platform Specifics" and then
> "Windows - Visual Studio" to get Windows-specific build instructions.
> Here's the direct link:
>
>
>
> This is the CMake command-line tool. You seem to be building for Windows
> (from what you say below) so I recommend you use the CMake GUI because
> it will give you a list of the available settings you can modify. Until
> you know what settings you need to modify, the GUI will be a good tool
> to get your bearings.
>
> Next, about those libs it says you're missing. You can get a prebuilt
> dependencies package for Visual Studio 2008 here:
>
>
>
> This will take care of the most important dependencies (IMHO the most
> important are jpeg, png, gif, etc. to be able to load textures from
> images, and freetype to be able to load fonts to display text). But all
> in all, most dependencies are entirely optional. OpenAL, CURL,
> WxWidgets, Qt, etc fall into that category. If you want to use them, you
> can download binaries or build them from source, and then enter the
> relevant paths to includes and libraries in the CMake GUI, but until you
> know you need a specific dependency, you can assume you don't.
>

I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself proved fruitless...


>
>
> If you downloaded the OSG source, you need to compile the whole OSG, not
> just an example. Here you're trying to compile an example without having
> compiled OSG itself, so of course it won't find the libraries. This is
> what I mean when I say to take things one step at a time. You're
> skipping whole steps by opening one specific example's project file.
>
> So, one step at a time.
>
> 1. Open the CMake GUI
>
> 2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
> tree) onto the CMake GUI window. This will fill the "where is the
> source" and "where to build the binaries" fields, though I recommend you
> change the "where to build the binaries" to some other directory so you
> don't pollute your source tree. I generally add "/build_x86_vc9" or
> something like that to identify which platform/compiler combination I'm
> generating project files for.
>
> 3. Click Configure a first time. CMake will ask you whether you want to
> create the build directory if it doesn't yet exist, then it will ask you
> for which platform/compiler you want to generate. I assume you'll want
> to select "Visual Studio 9 (2008) (x86)" or something like that.
>
> 4. You'll notice the center part of the window will be full of red
> fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
> directory where you've put the prebuilt dependencies I linked to above.
> Then you can click Configure again, CMake will try to find as many of
> the dependencies as it can by itself.
>


this would just be /OpenSceneGraph/bin correct?


>
>
> 5. At this point you can change settings as you see fit. Make sure you
> show Advanced Settings at the top of the CMake window, otherwise some
> important settings may be hidden, it's an annoying quirk of CMake. If
> CMake didn't find some dependency you know you have, you can fill in its
> *_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
> BUILD_EXAMPLES if you want it to generate project files for all the
> examples. Look over the other options you have, but in the end you can
> just click Configure until there are no red fields anymore.
>
> I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
> which you want to put your compiled binaries, again separate from your
> source and build trees. That way you're sure where the different things
> are, and you won't get files mixed up between the 3. The directory you
> specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
> you want to develop an application that uses OSG - it will have an
> include, a lib, and a bin subdirectories containing the files you expect.
>
> 6. Click Generate. After a few seconds, it will have finished generating
> the project files, and you can close the CMake GUI.
>
> 7. Open the build directory you specified in "where to build the
> binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
> Double-click that, and you'll see a solution file with a bunch of
> projects, first for the OSG libs themselves, and all the examples,
> applications, plugins etc. You can then select either Debug or Release,
> right-click the INSTALL project and select Build.
>
> That will start building OSG itself, the plugins, the applications and
> the examples. Once all that is built, it will copy the relevant files
> into the directory you specified in CMAKE_INSTALL_PREFIX.
>
> You can, from that solution, open up one of the examples' source code
> and experiment.
>
> Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at
>
>
>
> and is free to download as a PDF. It's a quick read and will give you a
> good start. If you want a printed book, you can check out the
> OpenSceneGraph Beginner's Guide at
>
>
>
> The OSG web site has some tutorials, but unfortunately I find it's hard
> to navigate and some tutorials are out of date. But you should still
> have a look as you'll find some good info and explanations. The examples
> that come with the source are great for learning, as long as you're
> comfortable reading code. :-)
>
> I think OSG is a good abstraction over OpenGL concepts. If you want a
> lightweight framework you could make your own, but among the current
> OpenGL-based frameworks I think it's hard to find something better than
> OSG. It's a matter of taste though, try it out and see... What do you
> expect us to say, you ask this question on a mailing list called
> osg-users! :-)
>
> Hope this helps, and if you have any more questions just ask!
>
> J-S
>


Thanks for the reply. I will take a look at the tutorials. I'm not trying to offend why my question on OSG. I'm not really doing anything super intensive. I wrote a C++ application to cluster 3d space trajectories, and I just want to output the generated clusters (from a plain text file). I don't wanna be doing overkill on this, I just want something quick and easy I suppose.

Thanks once again.

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Hi Basil,

> I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself proved fruitless...

They should be part of the package you have, it's just that CMake didn't
pick them up. They'll generally be the same as the *_RELEASE versions,
but with a "d" or "_D" at the end. Look for them in your 3rdparty directory.

>> 4. You'll notice the center part of the window will be full of red
>> fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
>> directory where you've put the prebuilt dependencies I linked to above.
>> Then you can click Configure again, CMake will try to find as many of
>> the dependencies as it can by itself.
>
> this would just be /OpenSceneGraph/bin correct?

No, it will be the directory where you unzipped the 3rd party
dependencies package... It's the directory where you want CMake to look
for 3rd party libraries.

> Thanks for the reply. I will take a look at the tutorials. I'm not trying to offend why my question on OSG. I'm not really doing anything super intensive. I wrote a C++ application to cluster 3d space trajectories, and I just want to output the generated clusters (from a plain text file). I don't wanna be doing overkill on this, I just want something quick and easy I suppose.

Oh, you didn't offend me (or anyone else I bet) with your question, we
all want to use the best tool for the job. I think in this respect OSG
can scale nicely, letting you complete your simple project now and
scaling up to more complex ones later if the need arises.

Hope this helps,

J-S
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On Tue, Jun 7, 2011 at 11:44 AM, Jean-Sébastien Guay <
jean-> wrote:

> Hi Basil,
>
>
> I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG,
>> GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG,
>> TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get
>> these? A morning filled with googling and trying to build them myself proved
>> fruitless...
>>
>
> They should be part of the package you have, it's just that CMake didn't
> pick them up. They'll generally be the same as the *_RELEASE versions, but
> with a "d" or "_D" at the end. Look for them in your 3rdparty directory.
>
>
>
In any case, as long as you can click the "generate" button, any packages
listed as not found are optional. They are likely useful for loading files,
building examples, etc. but if you're just plotting points you won't need
anything special.

--
Ryan Pavlik
HCI Graduate Student
Virtual Reality Applications Center
Iowa State University


http://academic.cleardefinition.com


If I were to look at one of the examples, which should I look at first?

I do not see Visual studio solution/project files in a great deal of the examples in the OpenSceneGraph/examples/ directory though...

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Hi Basil,

> If I were to look at one of the examples, which should I look at first?

To learn how to generate geometry and points on screen, a good start
would be osggeometry.

> I do not see Visual studio solution/project files in a great deal of the examples in the OpenSceneGraph/examples/ directory though...

That's because they won't be there. As I said, open up the
OpenSceneGraph.sln file which is in the directory you specified in
"where to build the binaries" in CMake. All the examples and other
projects will be there.

The point of using CMake is that it can generate build files (VS project
files, makefiles, XCode projects, etc.) for a variety of different build
systems, so none of those will ever be in the source tree you
download... They're generated by CMake, so they go in the directory you
specified in "where to build the binaries".

Hope this helps,

J-S
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Ahh ok, I see it now.

When I open in Visual Studio, I am getting scores of compiler errors. Lots of undeclared identifiers. Perhaps its not finding the headers or something?

I made sure that under tools->options->Projects and Solutions->VC++ DIrectories that I included OpenSceneGraph\lib, OpenSceneGraph\include, and OpenSceneGraph\bin

I also made sure that I included the bin directory in my %PATH% variable and
created %OSG_FILE_PATH% (containing d:\OpenSceneGraph\data;d:\OpenSceneGraph\data\Images;d:\OpenSceneGraph\data\fonts) and %OSGHOME% (contaning d:\OpenSceneGraph).

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Hi Basil,

> When I open in Visual Studio, I am getting scores of compiler errors. Lots of undeclared identifiers. Perhaps its not finding the headers or something?
>
> I made sure that under tools->options->Projects and Solutions->VC++ DIrectories that I included OpenSceneGraph\lib, OpenSceneGraph\include, and OpenSceneGraph\bin

You don't need to do that, the project settings should include all the
paths the projects need to compile. And in fact I'd advise against it,
since if you ever need to compile multiple versions of OSG you'll need
to go change that again... I don't use VC++ Directories at all, I keep
all relevant include / lib paths in the project settings / build files.
It's much easier to keep them in version control that way.

What exactly are you opening in Visual Studio, and what are you trying
to build? What are the errors you're getting? Perhaps paste the compile
log in a text file and attach it to your reply.

> I also made sure that I included the bin directory in my %PATH% variable and
> created %OSG_FILE_PATH% (containing d:\OpenSceneGraph\data;d:\OpenSceneGraph\data\Images;d:\OpenSceneGraph\data\fonts) and %OSGHOME% (contaning d:\OpenSceneGraph).

That's fine, though it won't influence compilation, only runtime. Also
you generally only need the first path you put in OSG_FILE_PATH.

J-S
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Hi Basil,

On OpenSceneGraph.sln choose to compile the project ALL_BUILD , rather than Rebuild Solution.

hopes it help :)

------------------------
Mohamed ALJI


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For consistency's sake, I did a clean solution then build solution of "ALL_BUILD" with the same results (massive errors). Any ideas?

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ps: ALL_BUILD is a project part of the solution OpenSceneGraph.sln !

------------------------
Mohamed ALJI


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I am aware. However, when I do a build solution on ALL_BUILD, it still produces the same slew of errors.

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This error is crucial .


Code:
58>LINK : fatal error LNK1104: cannot open file '..\..\..\lib\OpenThreadsd.lib'



try to set the right path to the OpenThreadsd.lib and check the one of OpenThread.lib.

keep me updated with the new build log please

cheers

------------------------
Mohamed ALJI


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Apparently the message with the build log was deleted (thats what the pm says at least). I uploaded it to my website, you can check it here:

http://www.thisisbasil.us/output.txt


I went into each project and physically changed each relative pathed lib file to an absolute path

i.e. ..\..\..\lib\.lib to D:\OpenSceneGraph\lib\.lib

Now, about half the solutions will build but there are still build errors. This leads me to believe that when cmake did its thing, the paths got botched somehow.

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Hi Basil,

> I went into each project and physically changed each relative pathed lib file to an absolute path
>
> i.e. ..\..\..\lib\.lib to D:\OpenSceneGraph\lib\.lib
>
> Now, about half the solutions will build but there are still build errors. This leads me to believe that when cmake did its thing, the paths got botched somehow.

There is no reason you should need to do this. Indeed, it seems to
indicate something went really wrong. I suggest you start over
completely (delete your build directory completely). I have *never* had
to manually change include or linker paths when compiling OSG since the
CMake build system was put in place, and there's no reason it should be
any different for you.

BTW, what version of CMake are you using? I suspect a pretty recent one,
but just to be sure...

Hope this helps,

J-S
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right, it is time to delete your build folder and start over.

------------------------
Mohamed ALJI


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Ok, I deleted the build folder and restarted with the method you listed above and I am still getting massive amounts of errors (including the cannot find *.lib).

Here is what I am doing:

-downloaded OSG 2.4.8 zipped file, extract to D: and rename it OpenSceneGraph (i.e. D:\OpenSceneGraph)

- downloaded the library files:
1. OpenSceneGraph-trunk-VS9.0.30729-x64-debug-12277.7z
2. OpenSceneGraph-trunk-VS9.0.30729-x64-debug-12277-PDBs.7z
3. OpenSceneGraph-trunk-VS9.0.30729-x64-release-12277.7z
I extracted them, in that order, into D:\OpenSceneGraph

- started cmake-gui (cmake version 2.8.4) and drag/dropped D:\OpenSceneGraph\CMakeLists.txt into the gui

- clicked configure. it went through its ordeal and came up with the massive amount of redness.

- changed ACTUAL_3RDPARTY_DIR to D:\OpenSceneGraph (where I extracted the stuff out to). changed the "where to build binaries" directory to D:\OpenSceneGraph\build . changed the CMAKE_INSTALL_PREFIX directory to D:\OpenSceneGraph\install .

- clicked generate. took note of other red fields (jpeg, ping, tiff, curl, libxml) but they shouldnt matter

- opened D:\OpenSceneGraph\build\OpenSceneGraph.sln and here we are

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09-06-2011 07:34 PM
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Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.

1. To start off with, then I go into the folder containing OSG and run:
cmake -DBUILD_OSG_EXAMPLES=1

I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Am I missing debug libraries or something, what gives?

3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Thanks!

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On 6/6/2011 3:24 PM, basil huffman wrote:
> Hello all, I am a a beginner to all things OpenGL and OSG specifically. My ultimate goal is to take a list of 3d points and plot them out but right now I am just trying to get used to OSG... and it apparently has quite the learning curve. At any rate, if anyone can help me, it would be greatly appreciated.
> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

Do you have the 3rdparty libs package? It includes some of those, and the rest aren't
critical.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e. d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.

Which lib files is it looking for?

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

There's the OSG Quickstart guide, have you seen that?

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

Maybe, maybe not. Tell us more about what you're seeking to do and then we can advise.

--
Chris 'Xenon' Hanson, omo sanza lettere. http://www.alphapixel.com/
Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting.
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Hello Basil,

First piece of advice, take things one step at a time, it might seem
like a lot but it's all easy once you get through it once.

Also, you seem to be going at this blind. Do you know about OSG's main site?

http://www.openscenegraph.org/projects/osg/

From there, you can follow the Documentation link on the right, and you
can click "Getting Started" to get an intro with Linux/Unix-centric
build instructions, or you can go to "Platform Specifics" and then
"Windows - Visual Studio" to get Windows-specific build instructions.
Here's the direct link:

http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio

> 1. To start off with, then I go into the folder containing OSG and run:
> cmake -DBUILD_OSG_EXAMPLES=1
>
> I am confronted with output to the extent that I am missing LibXml2, CURL, OpenAL, wxWidgets, Qt3 (I have Qt4 though), JPEG, PNG, and TIFF. Are these fatal errors and where can I go about getting these libraries (a Google search for a lot of them proved fruitless)?

This is the CMake command-line tool. You seem to be building for Windows
(from what you say below) so I recommend you use the CMake GUI because
it will give you a list of the available settings you can modify. Until
you know what settings you need to modify, the GUI will be a good tool
to get your bearings.

Next, about those libs it says you're missing. You can get a prebuilt
dependencies package for Visual Studio 2008 here:

http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies

This will take care of the most important dependencies (IMHO the most
important are jpeg, png, gif, etc. to be able to load textures from
images, and freetype to be able to load fonts to display text). But all
in all, most dependencies are entirely optional. OpenAL, CURL,
WxWidgets, Qt, etc fall into that category. If you want to use them, you
can download binaries or build them from source, and then enter the
relevant paths to includes and libraries in the CMake GUI, but until you
know you need a specific dependency, you can assume you don't.

> 2. Throwing those error messages aside, I opened one of the examples with a Visual Studio 2008 solution file (osgwidetmessagebox.. chosen completely at random) and tried to build. It searches for the lib files, but appends a d to them i.e.d.lib and, thus, cannot find them in my lib folder as they do not exist. I manually went into the Linker settings and removed the d and get hit with a slew of unresolved externals.
>
> Am I missing debug libraries or something, what gives?

If you downloaded the OSG source, you need to compile the whole OSG, not
just an example. Here you're trying to compile an example without having
compiled OSG itself, so of course it won't find the libraries. This is
what I mean when I say to take things one step at a time. You're
skipping whole steps by opening one specific example's project file.

So, one step at a time.

1. Open the CMake GUI

2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
tree) onto the CMake GUI window. This will fill the "where is the
source" and "where to build the binaries" fields, though I recommend you
change the "where to build the binaries" to some other directory so you
don't pollute your source tree. I generally add "/build_x86_vc9" or
something like that to identify which platform/compiler combination I'm
generating project files for.

3. Click Configure a first time. CMake will ask you whether you want to
create the build directory if it doesn't yet exist, then it will ask you
for which platform/compiler you want to generate. I assume you'll want
to select "Visual Studio 9 (2008) (x86)" or something like that.

4. You'll notice the center part of the window will be full of red
fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
directory where you've put the prebuilt dependencies I linked to above.
Then you can click Configure again, CMake will try to find as many of
the dependencies as it can by itself.

5. At this point you can change settings as you see fit. Make sure you
show Advanced Settings at the top of the CMake window, otherwise some
important settings may be hidden, it's an annoying quirk of CMake. If
CMake didn't find some dependency you know you have, you can fill in its
*_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
BUILD_EXAMPLES if you want it to generate project files for all the
examples. Look over the other options you have, but in the end you can
just click Configure until there are no red fields anymore.

I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
which you want to put your compiled binaries, again separate from your
source and build trees. That way you're sure where the different things
are, and you won't get files mixed up between the 3. The directory you
specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
you want to develop an application that uses OSG - it will have an
include, a lib, and a bin subdirectories containing the files you expect.

6. Click Generate. After a few seconds, it will have finished generating
the project files, and you can close the CMake GUI.

7. Open the build directory you specified in "where to build the
binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
Double-click that, and you'll see a solution file with a bunch of
projects, first for the OSG libs themselves, and all the examples,
applications, plugins etc. You can then select either Debug or Release,
right-click the INSTALL project and select Build.

That will start building OSG itself, the plugins, the applications and
the examples. Once all that is built, it will copy the relevant files
into the directory you specified in CMAKE_INSTALL_PREFIX.

You can, from that solution, open up one of the examples' source code
and experiment.

> 3. Also, is there a solid beginner's tutorial? The information on the main site seems lacking and not much pops up in Google. This is what I am looking for the most, I reckon.

Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at

http://www.osgbooks.com/books/osg_qs.html

and is free to download as a PDF. It's a quick read and will give you a
good start. If you want a printed book, you can check out the
OpenSceneGraph Beginner's Guide at

http://www.packtpub.com/openscenegraph-3-0-beginners-guide/book

The OSG web site has some tutorials, but unfortunately I find it's hard
to navigate and some tutorials are out of date. But you should still
have a look as you'll find some good info and explanations. The examples
that come with the source are great for learning, as long as you're
comfortable reading code. :-)

> 4. Is OSG even the best option here? I am only using it as my project manager mentioned that other parts of our project were written using it (I am just working on a utility though) and it might be good for consistency's sake to use it. If there is a easier-to-use OpenGL toolkit/framework, I have no qualms with switching.

I think OSG is a good abstraction over OpenGL concepts. If you want a
lightweight framework you could make your own, but among the current
OpenGL-based frameworks I think it's hard to find something better than
OSG. It's a matter of taste though, try it out and see... What do you
expect us to say, you ask this question on a mailing list called
osg-users! :-)

Hope this helps, and if you have any more questions just ask!

J-S
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Thanks for the post, very helpful. I just have some follow-up questions.


Skylark wrote:
> Hello Basil,
>
> First piece of advice, take things one step at a time, it might seem
> like a lot but it's all easy once you get through it once.
>
> Also, you seem to be going at this blind. Do you know about OSG's main site?
>
>
>
> From there, you can follow the Documentation link on the right, and you
> can click "Getting Started" to get an intro with Linux/Unix-centric
> build instructions, or you can go to "Platform Specifics" and then
> "Windows - Visual Studio" to get Windows-specific build instructions.
> Here's the direct link:
>
>
>
> This is the CMake command-line tool. You seem to be building for Windows
> (from what you say below) so I recommend you use the CMake GUI because
> it will give you a list of the available settings you can modify. Until
> you know what settings you need to modify, the GUI will be a good tool
> to get your bearings.
>
> Next, about those libs it says you're missing. You can get a prebuilt
> dependencies package for Visual Studio 2008 here:
>
>
>
> This will take care of the most important dependencies (IMHO the most
> important are jpeg, png, gif, etc. to be able to load textures from
> images, and freetype to be able to load fonts to display text). But all
> in all, most dependencies are entirely optional. OpenAL, CURL,
> WxWidgets, Qt, etc fall into that category. If you want to use them, you
> can download binaries or build them from source, and then enter the
> relevant paths to includes and libraries in the CMake GUI, but until you
> know you need a specific dependency, you can assume you don't.
>

I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself proved fruitless...


>
>
> If you downloaded the OSG source, you need to compile the whole OSG, not
> just an example. Here you're trying to compile an example without having
> compiled OSG itself, so of course it won't find the libraries. This is
> what I mean when I say to take things one step at a time. You're
> skipping whole steps by opening one specific example's project file.
>
> So, one step at a time.
>
> 1. Open the CMake GUI
>
> 2. Drag and drop the root CMakeLists.txt (in the root of your OSG source
> tree) onto the CMake GUI window. This will fill the "where is the
> source" and "where to build the binaries" fields, though I recommend you
> change the "where to build the binaries" to some other directory so you
> don't pollute your source tree. I generally add "/build_x86_vc9" or
> something like that to identify which platform/compiler combination I'm
> generating project files for.
>
> 3. Click Configure a first time. CMake will ask you whether you want to
> create the build directory if it doesn't yet exist, then it will ask you
> for which platform/compiler you want to generate. I assume you'll want
> to select "Visual Studio 9 (2008) (x86)" or something like that.
>
> 4. You'll notice the center part of the window will be full of red
> fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
> directory where you've put the prebuilt dependencies I linked to above.
> Then you can click Configure again, CMake will try to find as many of
> the dependencies as it can by itself.
>


this would just be /OpenSceneGraph/bin correct?


>
>
> 5. At this point you can change settings as you see fit. Make sure you
> show Advanced Settings at the top of the CMake window, otherwise some
> important settings may be hidden, it's an annoying quirk of CMake. If
> CMake didn't find some dependency you know you have, you can fill in its
> *_INCLUDE_DIR and *_LIBRARY fields so it will be used. You can check
> BUILD_EXAMPLES if you want it to generate project files for all the
> examples. Look over the other options you have, but in the end you can
> just click Configure until there are no red fields anymore.
>
> I highly recommend you set CMAKE_INSTALL_PREFIX to some directory in
> which you want to put your compiled binaries, again separate from your
> source and build trees. That way you're sure where the different things
> are, and you won't get files mixed up between the 3. The directory you
> specify in CMAKE_INSTALL_PREFIX is the one you'll eventually use when
> you want to develop an application that uses OSG - it will have an
> include, a lib, and a bin subdirectories containing the files you expect.
>
> 6. Click Generate. After a few seconds, it will have finished generating
> the project files, and you can close the CMake GUI.
>
> 7. Open the build directory you specified in "where to build the
> binaries" in CMake, and you'll see an "OpenSceneGraph.sln" file.
> Double-click that, and you'll see a solution file with a bunch of
> projects, first for the OSG libs themselves, and all the examples,
> applications, plugins etc. You can then select either Debug or Release,
> right-click the INSTALL project and select Build.
>
> That will start building OSG itself, the plugins, the applications and
> the examples. Once all that is built, it will copy the relevant files
> into the directory you specified in CMAKE_INSTALL_PREFIX.
>
> You can, from that solution, open up one of the examples' source code
> and experiment.
>
> Chris mentioned the OpenSceneGraph Quick Start Guide, which you can find at
>
>
>
> and is free to download as a PDF. It's a quick read and will give you a
> good start. If you want a printed book, you can check out the
> OpenSceneGraph Beginner's Guide at
>
>
>
> The OSG web site has some tutorials, but unfortunately I find it's hard
> to navigate and some tutorials are out of date. But you should still
> have a look as you'll find some good info and explanations. The examples
> that come with the source are great for learning, as long as you're
> comfortable reading code. :-)
>
> I think OSG is a good abstraction over OpenGL concepts. If you want a
> lightweight framework you could make your own, but among the current
> OpenGL-based frameworks I think it's hard to find something better than
> OSG. It's a matter of taste though, try it out and see... What do you
> expect us to say, you ask this question on a mailing list called
> osg-users! :-)
>
> Hope this helps, and if you have any more questions just ask!
>
> J-S
>


Thanks for the reply. I will take a look at the tutorials. I'm not trying to offend why my question on OSG. I'm not really doing anything super intensive. I wrote a C++ application to cluster 3d space trajectories, and I just want to output the generated clusters (from a plain text file). I don't wanna be doing overkill on this, I just want something quick and easy I suppose.

Thanks once again.

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Hi Basil,

> I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG, GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG, TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get these? A morning filled with googling and trying to build them myself proved fruitless...

They should be part of the package you have, it's just that CMake didn't
pick them up. They'll generally be the same as the *_RELEASE versions,
but with a "d" or "_D" at the end. Look for them in your 3rdparty directory.

>> 4. You'll notice the center part of the window will be full of red
>> fields. First thing to change is to set "ACTUAL_3RDPARTY_DIR" to the
>> directory where you've put the prebuilt dependencies I linked to above.
>> Then you can click Configure again, CMake will try to find as many of
>> the dependencies as it can by itself.
>
> this would just be /OpenSceneGraph/bin correct?

No, it will be the directory where you unzipped the 3rd party
dependencies package... It's the directory where you want CMake to look
for 3rd party libraries.

> Thanks for the reply. I will take a look at the tutorials. I'm not trying to offend why my question on OSG. I'm not really doing anything super intensive. I wrote a C++ application to cluster 3d space trajectories, and I just want to output the generated clusters (from a plain text file). I don't wanna be doing overkill on this, I just want something quick and easy I suppose.

Oh, you didn't offend me (or anyone else I bet) with your question, we
all want to use the best tool for the job. I think in this respect OSG
can scale nicely, letting you complete your simple project now and
scaling up to more complex ones later if the need arises.

Hope this helps,

J-S
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On Tue, Jun 7, 2011 at 11:44 AM, Jean-Sébastien Guay <
jean-> wrote:

> Hi Basil,
>
>
> I ran that and am now missing CURL_LIBRARY_DEBUG, FREETYPE_LIBRARY_DEBUG,
>> GIFLIB_LIBRARY_DEBUG, GLUT_LIBRARY_DEBUG, JPEG_LIBRARY_DEBUG,
>> TIFF_LIBRARY_DEBUG, and ZLIB_LIBRARY_DEBUG. Do you know where I can get
>> these? A morning filled with googling and trying to build them myself proved
>> fruitless...
>>
>
> They should be part of the package you have, it's just that CMake didn't
> pick them up. They'll generally be the same as the *_RELEASE versions, but
> with a "d" or "_D" at the end. Look for them in your 3rdparty directory.
>
>
>
In any case, as long as you can click the "generate" button, any packages
listed as not found are optional. They are likely useful for loading files,
building examples, etc. but if you're just plotting points you won't need
anything special.

--
Ryan Pavlik
HCI Graduate Student
Virtual Reality Applications Center
Iowa State University


http://academic.cleardefinition.com


If I were to look at one of the examples, which should I look at first?

I do not see Visual studio solution/project files in a great deal of the examples in the OpenSceneGraph/examples/ directory though...

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Hi Basil,

> If I were to look at one of the examples, which should I look at first?

To learn how to generate geometry and points on screen, a good start
would be osggeometry.

> I do not see Visual studio solution/project files in a great deal of the examples in the OpenSceneGraph/examples/ directory though...

That's because they won't be there. As I said, open up the
OpenSceneGraph.sln file which is in the directory you specified in
"where to build the binaries" in CMake. All the examples and other
projects will be there.

The point of using CMake is that it can generate build files (VS project
files, makefiles, XCode projects, etc.) for a variety of different build
systems, so none of those will ever be in the source tree you
download... They're generated by CMake, so they go in the directory you
specified in "where to build the binaries".

Hope this helps,

J-S
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Ahh ok, I see it now.

When I open in Visual Studio, I am getting scores of compiler errors. Lots of undeclared identifiers. Perhaps its not finding the headers or something?

I made sure that under tools->options->Projects and Solutions->VC++ DIrectories that I included OpenSceneGraph\lib, OpenSceneGraph\include, and OpenSceneGraph\bin

I also made sure that I included the bin directory in my %PATH% variable and
created %OSG_FILE_PATH% (containing d:\OpenSceneGraph\data;d:\OpenSceneGraph\data\Images;d:\OpenSceneGraph\data\fonts) and %OSGHOME% (contaning d:\OpenSceneGraph).

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Hi Basil,

> When I open in Visual Studio, I am getting scores of compiler errors. Lots of undeclared identifiers. Perhaps its not finding the headers or something?
>
> I made sure that under tools->options->Projects and Solutions->VC++ DIrectories that I included OpenSceneGraph\lib, OpenSceneGraph\include, and OpenSceneGraph\bin

You don't need to do that, the project settings should include all the
paths the projects need to compile. And in fact I'd advise against it,
since if you ever need to compile multiple versions of OSG you'll need
to go change that again... I don't use VC++ Directories at all, I keep
all relevant include / lib paths in the project settings / build files.
It's much easier to keep them in version control that way.

What exactly are you opening in Visual Studio, and what are you trying
to build? What are the errors you're getting? Perhaps paste the compile
log in a text file and attach it to your reply.

> I also made sure that I included the bin directory in my %PATH% variable and
> created %OSG_FILE_PATH% (containing d:\OpenSceneGraph\data;d:\OpenSceneGraph\data\Images;d:\OpenSceneGraph\data\fonts) and %OSGHOME% (contaning d:\OpenSceneGraph).

That's fine, though it won't influence compilation, only runtime. Also
you generally only need the first path you put in OSG_FILE_PATH.

J-S
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Jean-Sebastien Guay jean-
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http://whitestar02.dyndns-web.com/
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Hi Basil,

On OpenSceneGraph.sln choose to compile the project ALL_BUILD , rather than Rebuild Solution.

hopes it help :)

------------------------
Mohamed ALJI


------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40193#40193






For consistency's sake, I did a clean solution then build solution of "ALL_BUILD" with the same results (massive errors). Any ideas?

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http://forum.openscenegraph.org/viewtopic.php?p=40219#40219





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ps: ALL_BUILD is a project part of the solution OpenSceneGraph.sln !

------------------------
Mohamed ALJI


------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40227#40227






I am aware. However, when I do a build solution on ALL_BUILD, it still produces the same slew of errors.

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This error is crucial .


Code:
58>LINK : fatal error LNK1104: cannot open file '..\..\..\lib\OpenThreadsd.lib'



try to set the right path to the OpenThreadsd.lib and check the one of OpenThread.lib.

keep me updated with the new build log please

cheers

------------------------
Mohamed ALJI


------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40239#40239






Apparently the message with the build log was deleted (thats what the pm says at least). I uploaded it to my website, you can check it here:

http://www.thisisbasil.us/output.txt


I went into each project and physically changed each relative pathed lib file to an absolute path

i.e. ..\..\..\lib\.lib to D:\OpenSceneGraph\lib\.lib

Now, about half the solutions will build but there are still build errors. This leads me to believe that when cmake did its thing, the paths got botched somehow.

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Hi Basil,

> I went into each project and physically changed each relative pathed lib file to an absolute path
>
> i.e. ..\..\..\lib\.lib to D:\OpenSceneGraph\lib\.lib
>
> Now, about half the solutions will build but there are still build errors. This leads me to believe that when cmake did its thing, the paths got botched somehow.

There is no reason you should need to do this. Indeed, it seems to
indicate something went really wrong. I suggest you start over
completely (delete your build directory completely). I have *never* had
to manually change include or linker paths when compiling OSG since the
CMake build system was put in place, and there's no reason it should be
any different for you.

BTW, what version of CMake are you using? I suspect a pretty recent one,
but just to be sure...

Hope this helps,

J-S
--
______________________________________________________
Jean-Sebastien Guay jean-
http://www.cm-labs.com/
http://whitestar02.dyndns-web.com/
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right, it is time to delete your build folder and start over.

------------------------
Mohamed ALJI


------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40291#40291






Ok, I deleted the build folder and restarted with the method you listed above and I am still getting massive amounts of errors (including the cannot find *.lib).

Here is what I am doing:

-downloaded OSG 2.4.8 zipped file, extract to D: and rename it OpenSceneGraph (i.e. D:\OpenSceneGraph)

- downloaded the library files:
1. OpenSceneGraph-trunk-VS9.0.30729-x64-debug-12277.7z
2. OpenSceneGraph-trunk-VS9.0.30729-x64-debug-12277-PDBs.7z
3. OpenSceneGraph-trunk-VS9.0.30729-x64-release-12277.7z
I extracted them, in that order, into D:\OpenSceneGraph

- started cmake-gui (cmake version 2.8.4) and drag/dropped D:\OpenSceneGraph\CMakeLists.txt into the gui

- clicked configure. it went through its ordeal and came up with the massive amount of redness.

- changed ACTUAL_3RDPARTY_DIR to D:\OpenSceneGraph (where I extracted the stuff out to). changed the "where to build binaries" directory to D:\OpenSceneGraph\build . changed the CMAKE_INSTALL_PREFIX directory to D:\OpenSceneGraph\install .

- clicked generate. took note of other red fields (jpeg, ping, tiff, curl, libxml) but they shouldnt matter

- opened D:\OpenSceneGraph\build\OpenSceneGraph.sln and here we are

------------------
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http://forum.openscenegraph.org/viewtopic.php?p=40292#40292





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this is a little bit awkward, by the way do you know that the last stable version of osg is 2.8.4 , and the current dev version is 2.9.16 ?!

------------------------
Mohamed ALJI


------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40297#40297











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