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 ?
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