On 10/10/2011 4:55 PM, Dan West wrote:
I've exported my subgraph to the .osg format, but it wouldn't load in osgviewer
(possibly since it's a camera?).
I've looked at the exported file in a text editor, but it looks to me like
everything has vertices, colors, and normals as they should. Could someone with
more experience take a look? Am I missing anything here or have I set something
up wrong?
In your original post, you said you weren't using Material colors. But in the
.osg file below, you *are* using Material colors, and they're set the same for
both objects. Lighting is on by default in OSG, so that's why your objects are
rendered in the same color.
-Paul
Code:
Camera {
UniqueID Camera_0
nodeMask 0xffffffff
cullingActive FALSE
StateSet {
rendering_hint DEFAULT_BIN
renderBinMode INHERIT
Viewport {
UniqueID Viewport_1
x 0
y 0
width 2046
height 2048
}
textureUnit 0 {
}
textureUnit 1 {
}
textureUnit 2 {
}
textureUnit 3 {
GL_TEXTURE_GEN_S OVERRIDE|OFF
GL_TEXTURE_GEN_T OVERRIDE|OFF
GL_TEXTURE_GEN_R OVERRIDE|OFF
GL_TEXTURE_GEN_Q OVERRIDE|OFF
TexGen {
mode OBJECT_LINEAR
plane_s 1 0 0 0
plane_t 0 1 0 0
plane_r 0 0 1 0
plane_q 0 0 0 1
}
}
}
referenceFrame ABSOLUTE
clearColor 0 0.4 0 1
clearMask 0x100
Use Viewport_1
transformOrder PRE_MULTIPLY
ProjectionMatrix {
0.000977517 0 0 0
0 0.000976563 0 0
0 0 -0.002002 0
-0 -0 -1.002 1
}
ViewMatrix {
1 0 -0 0
-0 1 -0 0
0 0 1 0
0 0 -500 1
}
renderOrder PRE_RENDER
renderTargetImplementation FRAME_BUFFER_OBJECT
renderTargetFallback PIXEL_BUFFER_RTT
drawBuffer 0
readBuffer 0
bufferComponent COLOR_BUFFER {
internalFormat 0
Texture2D {
UniqueID Texture2D_2
DataVariance DYNAMIC
wrap_s CLAMP
wrap_t CLAMP
wrap_r CLAMP
min_filter LINEAR
mag_filter LINEAR
maxAnisotropy 1
borderColor 0 0 0 0
borderWidth 0
useHardwareMipMapGeneration TRUE
unRefImageDataAfterApply FALSE
internalFormatMode USE_USER_DEFINED_FORMAT
internalFormat GL_RGBA
resizeNonPowerOfTwo TRUE
}
level 0
face 0
mipMapGeneration FALSE
}
num_children 2
MatrixTransform {
UniqueID MatrixTransform_3
nodeMask 0xffffffff
cullingActive TRUE
referenceFrame RELATIVE
Matrix {
2046 0 0 0
0 2048 0 0
0 0 1 0
0 0 0 1
}
num_children 1
Geode {
UniqueID Geode_4
DataVariance DYNAMIC
nodeMask 0xffffffff
cullingActive TRUE
num_drawables 1
Geometry {
UniqueID Geometry_5
DataVariance DYNAMIC
StateSet {
rendering_hint DEFAULT_BIN
renderBinMode INHERIT
Material {
ColorMode OFF
ambientColor 0.2 0.2 0.2 1
diffuseColor 0.8 0.8 0.8 1
specularColor 0 0 0 1
emissionColor 0 0 0 1
shininess 0
}
}
useDisplayList TRUE
useVertexBufferObjects FALSE
PrimitiveSets 1
{
DrawArrays QUADS 0 4
}
VertexArray UniqueID Vec3Array_6 Vec3Array 4
{
0.5 0.5 0
-0.5 0.5 0
-0.5 -0.5 0
0.5 -0.5 0
}
NormalBinding OVERALL
NormalArray UniqueID Vec3Array_7 Vec3Array 1
{
0 0 1
}
ColorBinding OVERALL
ColorArray UniqueID Vec4Array_8 Vec4Array 1
{
0.8 0.8 0.8 0.8
}
}
}
}
MatrixTransform {
nodeMask 0xffffffff
cullingActive TRUE
referenceFrame RELATIVE
Matrix {
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
}
num_children 1
Geode {
UniqueID Geode_9
DataVariance DYNAMIC
nodeMask 0xffffffff
cullingActive TRUE
num_drawables 1
Geometry {
UniqueID Geometry_10
DataVariance DYNAMIC
StateSet {
rendering_hint DEFAULT_BIN
renderBinMode INHERIT
Material {
ColorMode OFF
ambientColor 0.2 0.2 0.2 1
diffuseColor 0.8 0.8 0.8 1
specularColor 0 0 0 1
emissionColor 0 0 0 1
shininess 0
}
}
useDisplayList TRUE
useVertexBufferObjects FALSE
PrimitiveSets 1
{
DrawArrays TRIANGLE_FAN 0 18
}
VertexArray UniqueID Vec3Array_11 Vec3Array 18
{
0 0 0
1 0 0
0.92388 0.382683 0
0.707107 0.707107 0
0.382683 0.92388 0
6.12323e-017 1 0
-0.382683 0.92388 0
-0.707107 0.707107 0
-0.92388 0.382683 0
-1 1.22465e-016 0
-0.92388 -0.382683 0
-0.707107 -0.707107 0
-0.382683 -0.92388 0
-1.83697e-016 -1 0
0.382683 -0.92388 0
0.707107 -0.707107 0
0.92388 -0.382683 0
1 0 0
}
NormalBinding OVERALL
NormalArray UniqueID Vec3Array_12 Vec3Array 1
{
0 0 1
}
ColorBinding OVERALL
ColorArray UniqueID Vec4Array_13 Vec4Array 1
{
1 0 1 1
}
}
}
}
}
Thanks for the help,
~ Dan
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=43308#43308
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--
-Paul Martz Skew Matrix Software
http://www.skew-matrix.com/
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