c++cmakeopenscenegraphconan

OpenSceneGraph plugin not included in Conan?


I'm trying to do simple mesh viewer using OpenSceneGraph and I want to use Conan for dependencies. The compilation is working well in both debug and release mode (I'm compiling on Windows for now with msvc toolchain).

As soon as I try to load any kind of mesh, the osgDB::readNodeFiles just fail. Looks like the plugin are not linked to the final binary. I checked in the Conan's package, the plugin list of .lib exists and are supposed to be linked I guess. What could I miss ?

There is my conanfile.txt :

[requires]
    openscenegraph/3.6.5
[generators]
cmake

The CMakeLists.txt is also straightforward :

cmake_minimum_required(VERSION 3.17)

# Set a default build type if none was specified
set(default_build_type "Release")
if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
    message(STATUS "Setting build type to '${default_build_type}' as none was specified.")
    set(CMAKE_BUILD_TYPE "${default_build_type}" CACHE
            STRING "Choose the type of build." FORCE)
    # Set the possible values of build type for cmake-gui
    set_property(CACHE CMAKE_BUILD_TYPE PROPERTY STRINGS
            "Debug" "Release" "MinSizeRel" "RelWithDebInfo")
endif()

set(PROJECT_NAME 3D_radio)

project(${PROJECT_NAME})

if(EXISTS ${CMAKE_BINARY_DIR}/conanbuildinfo.cmake)
    include(${CMAKE_BINARY_DIR}/conanbuildinfo.cmake)
    conan_basic_setup()
    set(CMAKE_CONFIGURATION_TYPES ${CONAN_CONFIGURATION_TYPES})
else()
    message(WARNING "The file conanbuildinfo.cmake doesn't exist, you have to run conan install first")
endif()

# get all source files
file(GLOB all_SRCS
        "include/*.h"
        "source/*.cpp"
        )

# add executable and addShader libraries
add_executable(${PROJECT_NAME} ${all_SRCS} source/main.cpp include/main.h)

target_include_directories(${PROJECT_NAME} PRIVATE
        include
        ${CONAN_INCLUDE_DIRS}
        )

target_link_libraries(${PROJECT_NAME} ${CONAN_LIBS})

And the code is also very simple :

int main(int argc, char **argv) {
    // use an ArgumentParser object to manage the program arguments.
    osg::ArgumentParser arguments(&argc,argv);

    // read the scene from the list of file specified commandline args.
    osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFiles(arguments);

    // if not loaded assume no arguments passed in, try use default mode instead.
    if (!loadedModel) loadedModel = osgDB::readNodeFile("cow.osgt");

    // if no model has been successfully loaded report failure.
    if (!loadedModel)
    {
        std::cout << arguments.getApplicationName() <<": No data loaded" << std::endl;
        return 1;
    }
}

The console output :

C:\...\cmake-build-release\bin\program.exe C:\...\first.obj
C:\...\cmake-build-release\bin\program.exe: No data loaded
Error reading file C:\...\first.obj: read error (Could not find plugin to read objects from file "C:\...\first.obj".)
Error reading file cow.osgt: read error (Could not find plugin to read objects from file "cow.osgt".)

I have no problem to open those files in Paint 3D for example. So I know they are correct. The problem looks to come from linking. Any idea ?


Solution

  • I found the solution. I'm compiling statically the program, the plugins are linked to the final binary but the plugin registry look for a dynamic library (osgdb_obj.dll for example).

    If you have the same problem, you have to register manually the plugin :

    USE_OSGPLUGIN(obj)
    USE_GRAPHICSWINDOW() // and you may want this to get a window